Fix errors in new cluster fit compressor.
This commit is contained in:
parent
23bfc1b514
commit
f2d90ee844
@ -20,7 +20,7 @@
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@ -98,7 +98,7 @@
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@ -176,7 +176,7 @@
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@ -262,7 +262,7 @@
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@ -344,7 +344,7 @@
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@ -422,7 +422,7 @@
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@ -497,7 +497,7 @@
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@ -576,7 +576,7 @@
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@ -99,417 +99,421 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "cubemaptest", "cubemaptest\
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{7DCF280E-702B-49F3-84A7-AE7E146384D6}.Release-CUDA|Win32.ActiveCfg = Release|Win32
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
{C33787E3-5564-4834-9FE3-A9020455A669}.Debug-CUDA|Win32.ActiveCfg = Debug|Win32
|
||||
{C33787E3-5564-4834-9FE3-A9020455A669}.Debug-CUDA|Win32.Build.0 = Debug|Win32
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
{3DD3A43D-C6EA-460F-821B-6C339A03C5BB}.Debug-CUDA|Mixed Platforms.Build.0 = Debug|x64
|
||||
{3DD3A43D-C6EA-460F-821B-6C339A03C5BB}.Debug-CUDA|Win32.ActiveCfg = Debug|Win32
|
||||
{3DD3A43D-C6EA-460F-821B-6C339A03C5BB}.Debug-CUDA|Win32.Build.0 = Debug|Win32
|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug (no cuda)|Mixed Platforms.Build.0 = Debug|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug (no cuda)|Win32.ActiveCfg = Debug|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug (no cuda)|x64.ActiveCfg = Debug|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug (no cuda)|x64.Build.0 = Debug|x64
|
||||
{3DD3A43D-C6EA-460F-821B-6C339A03C5BB}.Release-CUDA|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{3DD3A43D-C6EA-460F-821B-6C339A03C5BB}.Release-CUDA|Mixed Platforms.Build.0 = Release|x64
|
||||
{3DD3A43D-C6EA-460F-821B-6C339A03C5BB}.Release-CUDA|Win32.ActiveCfg = Release|Win32
|
||||
{3DD3A43D-C6EA-460F-821B-6C339A03C5BB}.Release-CUDA|Win32.Build.0 = Release|Win32
|
||||
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||||
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||||
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|
||||
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|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug|Win32.Build.0 = Debug|Win32
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||||
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||||
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|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release (no cuda)|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release (no cuda)|Mixed Platforms.Build.0 = Release|x64
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||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release (no cuda)|Win32.ActiveCfg = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release (no cuda)|x64.ActiveCfg = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release (no cuda)|x64.Build.0 = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug-CUDA|Mixed Platforms.ActiveCfg = Debug|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug-CUDA|Mixed Platforms.Build.0 = Debug|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug-CUDA|Win32.ActiveCfg = Debug|Win32
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug-CUDA|Win32.Build.0 = Debug|Win32
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug-CUDA|x64.ActiveCfg = Debug|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Debug-CUDA|x64.Build.0 = Debug|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release|Mixed Platforms.Build.0 = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release|Win32.Build.0 = Release|Win32
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release|x64.ActiveCfg = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release|x64.Build.0 = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release-CUDA|Mixed Platforms.ActiveCfg = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release-CUDA|Mixed Platforms.Build.0 = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release-CUDA|Win32.ActiveCfg = Release|Win32
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release-CUDA|Win32.Build.0 = Release|Win32
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release-CUDA|x64.ActiveCfg = Release|x64
|
||||
{CFB3FEAC-5720-4B16-9D7E-039DB180B641}.Release-CUDA|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -20,7 +20,7 @@
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
Name="Debug-CUDA|Win32"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -101,7 +101,7 @@
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Debug|x64"
|
||||
Name="Debug-CUDA|x64"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -181,7 +181,7 @@
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
Name="Release-CUDA|Win32"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -270,7 +270,7 @@
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|x64"
|
||||
Name="Release-CUDA|x64"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -355,7 +355,7 @@
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Debug (no cuda)|Win32"
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -436,7 +436,7 @@
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Debug (no cuda)|x64"
|
||||
Name="Debug|x64"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -512,7 +512,7 @@
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release (no cuda)|Win32"
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -596,7 +596,7 @@
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release (no cuda)|x64"
|
||||
Name="Release|x64"
|
||||
OutputDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
IntermediateDirectory="$(ConfigurationName)\$(PlatformName)"
|
||||
ConfigurationType="2"
|
||||
@ -640,7 +640,7 @@
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="$(SolutionDir)\$(ConfigurationName).$(PlatformName)\bin\$(ProjectName).dll"
|
||||
LinkIncremental="1"
|
||||
AdditionalLibraryDirectories=""$(CUDA_LIB_PATH)\..\lib64""
|
||||
AdditionalLibraryDirectories=""
|
||||
SubSystem="2"
|
||||
OptimizeReferences="2"
|
||||
EnableCOMDATFolding="2"
|
||||
@ -697,7 +697,7 @@
|
||||
RelativePath="..\..\..\src\nvtt\cuda\CompressKernel.cu"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
Name="Debug-CUDA|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
@ -707,7 +707,7 @@
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|x64"
|
||||
Name="Debug-CUDA|x64"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
@ -717,7 +717,7 @@
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32"
|
||||
Name="Release-CUDA|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
@ -727,7 +727,7 @@
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|x64"
|
||||
Name="Release-CUDA|x64"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
@ -737,7 +737,7 @@
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|Win32"
|
||||
Name="Debug|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
@ -748,7 +748,7 @@
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|x64"
|
||||
Name="Debug|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
@ -756,7 +756,7 @@
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|Win32"
|
||||
Name="Release|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
@ -767,7 +767,7 @@
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|x64"
|
||||
Name="Release|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
@ -778,6 +778,38 @@
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\cuda\ConvolveKernel.cu"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Debug-CUDA|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug-CUDA|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release-CUDA|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release-CUDA|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
@ -810,38 +842,6 @@
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\cuda\CudaCompressorDXT.cpp"
|
||||
@ -895,6 +895,38 @@
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\CompressorDX11.cpp"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Debug-CUDA|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug-CUDA|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release-CUDA|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release-CUDA|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
@ -927,42 +959,42 @@
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\CompressorDX11.h"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Debug-CUDA|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug-CUDA|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release-CUDA|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release-CUDA|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
@ -995,38 +1027,6 @@
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug (no cuda)|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release (no cuda)|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\CompressorDX9.cpp"
|
||||
@ -1120,10 +1120,6 @@
|
||||
RelativePath="..\..\..\src\nvtt\SingleColorLookup.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\TaskDispatcher.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\Surface.cpp"
|
||||
>
|
||||
@ -1132,6 +1128,10 @@
|
||||
RelativePath="..\..\..\src\nvtt\Surface.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\..\src\nvtt\TaskDispatcher.h"
|
||||
>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
|
@ -461,15 +461,30 @@ float ColorBlock::volume() const
|
||||
}*/
|
||||
|
||||
|
||||
void ColorSet::allocate(uint w, uint h)
|
||||
{
|
||||
nvDebugCheck(w <= 4 && h <= 4);
|
||||
|
||||
this->colorCount = w * h;
|
||||
this->indexCount = 16;
|
||||
this->w = 4;
|
||||
this->h = 4;
|
||||
|
||||
//colors = new Vector4[colorCount];
|
||||
//weights = new float[colorCount];
|
||||
//indices = new int[indexCount];
|
||||
}
|
||||
|
||||
// Allocate 4x4 block and fill with
|
||||
void ColorSet::setColors(const float * data, uint img_w, uint img_h, uint img_x, uint img_y)
|
||||
{
|
||||
nvDebugCheck(img_x < img_w && img_y < img_h);
|
||||
|
||||
w = min(4U, img_w - img_x);
|
||||
h = min(4U, img_h - img_y);
|
||||
nvDebugCheck(w != 0 && h != 0);
|
||||
const uint block_w = min(4U, img_w - img_x);
|
||||
const uint block_h = min(4U, img_h - img_y);
|
||||
nvDebugCheck(block_w != 0 && block_h != 0);
|
||||
|
||||
count = w * h;
|
||||
allocate(block_w, block_h);
|
||||
|
||||
const float * r = data + img_w * img_h * 0;
|
||||
const float * g = data + img_w * img_h * 1;
|
||||
@ -477,9 +492,9 @@ void ColorSet::setColors(const float * data, uint img_w, uint img_h, uint img_x,
|
||||
const float * a = data + img_w * img_h * 3;
|
||||
|
||||
// Set colors.
|
||||
for (uint y = 0, i = 0; y < h; y++)
|
||||
for (uint y = 0, i = 0; y < block_h; y++)
|
||||
{
|
||||
for (uint x = 0; x < w; x++, i++)
|
||||
for (uint x = 0; x < block_w; x++, i++)
|
||||
{
|
||||
uint idx = x + img_x + (y + img_y) * img_w;
|
||||
colors[i].x = r[idx];
|
||||
@ -488,11 +503,25 @@ void ColorSet::setColors(const float * data, uint img_w, uint img_h, uint img_x,
|
||||
colors[i].w = a[idx];
|
||||
}
|
||||
}
|
||||
|
||||
// Set default indices.
|
||||
for (uint y = 0, i = 0; y < 4; y++)
|
||||
{
|
||||
for (uint x = 0; x < 4; x++)
|
||||
{
|
||||
if (x < block_w && y < block_h) {
|
||||
indices[y*4+x] = i++;
|
||||
}
|
||||
else {
|
||||
indices[y*4+x] = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ColorSet::setAlphaWeights()
|
||||
{
|
||||
for (uint i = 0; i < count; i++)
|
||||
for (uint i = 0; i < colorCount; i++)
|
||||
{
|
||||
weights[i] = max(colors[i].w, 0.001f); // Avoid division by zero.
|
||||
}
|
||||
@ -500,72 +529,71 @@ void ColorSet::setAlphaWeights()
|
||||
|
||||
void ColorSet::setUniformWeights()
|
||||
{
|
||||
for (uint i = 0; i < count; i++)
|
||||
for (uint i = 0; i < colorCount; i++)
|
||||
{
|
||||
weights[i] = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// @@ Handle complex blocks (not 4x4).
|
||||
void ColorSet::createMinimalSet(bool ignoreTransparent)
|
||||
{
|
||||
nvDebugCheck(count == w*h); // Do not call this method multiple times.
|
||||
nvDebugCheck(colorCount <= 16);
|
||||
|
||||
Vector4 C[16];
|
||||
float W[16];
|
||||
memcpy(C, colors, sizeof(Vector4)*count);
|
||||
memcpy(W, weights, sizeof(float)*count);
|
||||
memcpy(C, colors, sizeof(Vector4)*colorCount);
|
||||
memcpy(W, weights, sizeof(float)*colorCount);
|
||||
|
||||
uint n = 0;
|
||||
for (uint y = 0, i = 0; y < h; y++)
|
||||
for (uint i = 0; i < indexCount; i++)
|
||||
{
|
||||
for (uint x = 0; x < w; x++, i++)
|
||||
{
|
||||
if (ignoreTransparent && C[i].w == 0) {
|
||||
continue;
|
||||
}
|
||||
if (indices[i] < 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
uint idx = y * 4 + x;
|
||||
Vector4 ci = C[indices[i]];
|
||||
float wi = W[indices[i]];
|
||||
|
||||
// loop over previous points for a match
|
||||
for (int j = 0; ; j++)
|
||||
{
|
||||
// allocate a new point
|
||||
if (j == i)
|
||||
{
|
||||
colors[n] = C[i];
|
||||
weights[n] = W[i];
|
||||
remap[idx] = n;
|
||||
n++;
|
||||
break;
|
||||
}
|
||||
if (ignoreTransparent && ci.w == 0) {
|
||||
indices[i] = -1;
|
||||
continue;
|
||||
}
|
||||
|
||||
// check for a match
|
||||
bool colorMatch = (C[i].x == C[j].x) && (C[i].w == C[j].w) && (C[i].z == C[j].z);
|
||||
//bool alphaMatch = (C[i].w == C[j].w);
|
||||
// Find matching color.
|
||||
uint j;
|
||||
for (j = 0; j < n; j++) {
|
||||
bool colorMatch = equal(colors[j].x, ci.x) && equal(colors[j].y, ci.y) && equal(colors[j].z, ci.z);
|
||||
//bool alphaMatch = equal(colors[j].w, ci.w);
|
||||
|
||||
if (colorMatch)
|
||||
{
|
||||
// get the index of the match
|
||||
int index = remap[j];
|
||||
|
||||
// map to this point and increase the weight
|
||||
weights[index] += W[i];
|
||||
remap[idx] = index;
|
||||
break;
|
||||
}
|
||||
if (colorMatch) {
|
||||
weights[j] += wi;
|
||||
indices[i] = j;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// No match found. Add new color.
|
||||
if (j == n) {
|
||||
colors[n] = ci;
|
||||
weights[n] = wi;
|
||||
indices[i] = n;
|
||||
n++;
|
||||
}
|
||||
}
|
||||
nvDebugCheck(n != 0);
|
||||
|
||||
for (uint i = n; i < colorCount; i++) {
|
||||
weights[i] = 0;
|
||||
}
|
||||
|
||||
count = n;
|
||||
colorCount = n;
|
||||
|
||||
// Avoid empty blocks.
|
||||
if (count == 0) {
|
||||
count = 1;
|
||||
//colors[0] = C[0];
|
||||
//weights[0] = W[0];
|
||||
memset(remap, 0, sizeof(int)*16);
|
||||
if (colorCount == 0) {
|
||||
colorCount = 1;
|
||||
indices[0] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -578,7 +606,7 @@ void ColorSet::wrapIndices()
|
||||
uint base = (y % h) * w;
|
||||
for (uint x = w; x < 4; x++)
|
||||
{
|
||||
remap[y*4+3] = remap[base + (x % w)];
|
||||
indices[y*4+3] = indices[base + (x % w)];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -588,7 +616,7 @@ bool ColorSet::isSingleColor(bool ignoreAlpha) const
|
||||
Vector4 v = colors[0];
|
||||
if (ignoreAlpha) v.w = 1.0f;
|
||||
|
||||
for (uint i = 1; i < count; i++)
|
||||
for (uint i = 1; i < colorCount; i++)
|
||||
{
|
||||
Vector4 c = colors[i];
|
||||
if (ignoreAlpha) c.w = 1.0f;
|
||||
@ -615,7 +643,7 @@ static inline float component(Vector4::Arg c, uint i)
|
||||
|
||||
void ColorSet::swizzle(uint x, uint y, uint z, uint w)
|
||||
{
|
||||
for (uint i = 0; i < count; i++)
|
||||
for (uint i = 0; i < colorCount; i++)
|
||||
{
|
||||
Vector4 c = colors[i];
|
||||
colors[i].x = component(c, x);
|
||||
@ -627,7 +655,7 @@ void ColorSet::swizzle(uint x, uint y, uint z, uint w)
|
||||
|
||||
bool ColorSet::hasAlpha() const
|
||||
{
|
||||
for (uint i = 0; i < count; i++)
|
||||
for (uint i = 0; i < colorCount; i++)
|
||||
{
|
||||
if (colors[i].w != 0.0f) return true;
|
||||
}
|
||||
|
@ -83,6 +83,11 @@ namespace nv
|
||||
|
||||
struct ColorSet
|
||||
{
|
||||
ColorSet() : colorCount(0), indexCount(0), w(0), h(0) {}
|
||||
//~ColorSet() {}
|
||||
|
||||
void allocate(uint w, uint h);
|
||||
|
||||
void setColors(const float * data, uint img_w, uint img_h, uint img_x, uint img_y);
|
||||
|
||||
void setAlphaWeights();
|
||||
@ -97,19 +102,22 @@ namespace nv
|
||||
bool hasAlpha() const;
|
||||
|
||||
// These methods require indices to be set:
|
||||
Vector4 color(uint x, uint y) const { nvDebugCheck(x < w && y < h); return colors[remap[y * 4 + x]]; }
|
||||
Vector4 & color(uint x, uint y) { nvDebugCheck(x < w && y < h); return colors[remap[y * 4 + x]]; }
|
||||
Vector4 color(uint x, uint y) const { nvDebugCheck(x < w && y < h); return colors[indices[y * 4 + x]]; }
|
||||
Vector4 & color(uint x, uint y) { nvDebugCheck(x < w && y < h); return colors[indices[y * 4 + x]]; }
|
||||
|
||||
Vector4 color(uint i) const { nvDebugCheck(i < 16); return colors[remap[i]]; }
|
||||
Vector4 & color(uint i) { nvDebugCheck(i < 16); return colors[remap[i]]; }
|
||||
Vector4 color(uint i) const { nvDebugCheck(i < indexCount); return colors[indices[i]]; }
|
||||
Vector4 & color(uint i) { nvDebugCheck(i < indexCount); return colors[indices[i]]; }
|
||||
|
||||
bool isValidIndex(uint i) const { return i < indexCount && indices[i] >= 0; }
|
||||
|
||||
uint count;
|
||||
uint w, h;
|
||||
uint colorCount;
|
||||
uint indexCount; // Fixed to 16
|
||||
uint w, h; // Fixed to 4x4
|
||||
|
||||
// Allocate color set dynamically and add support for sets larger than 4x4.
|
||||
Vector4 colors[16];
|
||||
float weights[16];
|
||||
int remap[16];
|
||||
int indices[16];
|
||||
};
|
||||
|
||||
} // nv namespace
|
||||
|
@ -43,7 +43,7 @@ namespace nv
|
||||
Vector3 extents() const;
|
||||
|
||||
// Return extents of the box.
|
||||
scalar extents(uint axis) const;
|
||||
float extents(uint axis) const;
|
||||
|
||||
// Add a point to this box.
|
||||
void addPointToBounds(const Vector3 & p);
|
||||
|
@ -56,7 +56,7 @@ namespace nv
|
||||
}
|
||||
|
||||
// Return extents of the box.
|
||||
scalar Box::extents(uint axis) const
|
||||
float Box::extents(uint axis) const
|
||||
{
|
||||
nvDebugCheck(axis < 3);
|
||||
if (axis == 0) return (maxCorner.x - minCorner.x) * 0.5f;
|
||||
|
@ -19,9 +19,9 @@ namespace nv
|
||||
Matrix3(const Matrix3 & m);
|
||||
Matrix3(Vector3::Arg v0, Vector3::Arg v1, Vector3::Arg v2);
|
||||
|
||||
scalar get(uint row, uint col) const;
|
||||
scalar operator()(uint row, uint col) const;
|
||||
scalar & operator()(uint row, uint col);
|
||||
float get(uint row, uint col) const;
|
||||
float operator()(uint row, uint col) const;
|
||||
float & operator()(uint row, uint col);
|
||||
|
||||
Vector3 row(uint i) const;
|
||||
Vector3 column(uint i) const;
|
||||
@ -34,7 +34,7 @@ namespace nv
|
||||
float determinant() const;
|
||||
|
||||
private:
|
||||
scalar m_data[9];
|
||||
float m_data[9];
|
||||
};
|
||||
|
||||
|
||||
@ -52,28 +52,28 @@ namespace nv
|
||||
explicit Matrix(identity_t);
|
||||
Matrix(const Matrix & m);
|
||||
Matrix(Vector4::Arg v0, Vector4::Arg v1, Vector4::Arg v2, Vector4::Arg v3);
|
||||
//explicit Matrix(const scalar m[]); // m is assumed to contain 16 elements
|
||||
//explicit Matrix(const float m[]); // m is assumed to contain 16 elements
|
||||
|
||||
scalar data(uint idx) const;
|
||||
scalar & data(uint idx);
|
||||
scalar get(uint row, uint col) const;
|
||||
scalar operator()(uint row, uint col) const;
|
||||
scalar & operator()(uint row, uint col);
|
||||
const scalar * ptr() const;
|
||||
float data(uint idx) const;
|
||||
float & data(uint idx);
|
||||
float get(uint row, uint col) const;
|
||||
float operator()(uint row, uint col) const;
|
||||
float & operator()(uint row, uint col);
|
||||
const float * ptr() const;
|
||||
|
||||
Vector4 row(uint i) const;
|
||||
Vector4 column(uint i) const;
|
||||
|
||||
void scale(scalar s);
|
||||
void scale(float s);
|
||||
void scale(Vector3::Arg s);
|
||||
void translate(Vector3::Arg t);
|
||||
void rotate(scalar theta, scalar v0, scalar v1, scalar v2);
|
||||
scalar determinant() const;
|
||||
void rotate(float theta, float v0, float v1, float v2);
|
||||
float determinant() const;
|
||||
|
||||
void apply(Matrix::Arg m);
|
||||
|
||||
private:
|
||||
scalar m_data[16];
|
||||
float m_data[16];
|
||||
};
|
||||
|
||||
} // nv namespace
|
||||
|
@ -40,17 +40,17 @@ namespace nv
|
||||
m_data[6] = v2.x; m_data[7] = v2.y; m_data[8] = v2.z;
|
||||
}
|
||||
|
||||
inline scalar Matrix3::get(uint row, uint col) const
|
||||
inline float Matrix3::get(uint row, uint col) const
|
||||
{
|
||||
nvDebugCheck(row < 3 && col < 3);
|
||||
return m_data[col * 3 + row];
|
||||
}
|
||||
inline scalar Matrix3::operator()(uint row, uint col) const
|
||||
inline float Matrix3::operator()(uint row, uint col) const
|
||||
{
|
||||
nvDebugCheck(row < 3 && col < 3);
|
||||
return m_data[col * 3 + row];
|
||||
}
|
||||
inline scalar & Matrix3::operator()(uint row, uint col)
|
||||
inline float & Matrix3::operator()(uint row, uint col)
|
||||
{
|
||||
nvDebugCheck(row < 3 && col < 3);
|
||||
return m_data[col * 3 + row];
|
||||
@ -136,7 +136,7 @@ namespace nv
|
||||
Matrix3 m;
|
||||
|
||||
for(int i = 0; i < 3; i++) {
|
||||
const scalar ai0 = a(i,0), ai1 = a(i,1), ai2 = a(i,2);
|
||||
const float ai0 = a(i,0), ai1 = a(i,1), ai2 = a(i,2);
|
||||
m(i, 0) = ai0 * b(0,0) + ai1 * b(1,0) + ai2 * b(2,0);
|
||||
m(i, 1) = ai0 * b(0,1) + ai1 * b(1,1) + ai2 * b(2,1);
|
||||
m(i, 2) = ai0 * b(0,2) + ai1 * b(1,2) + ai2 * b(2,2);
|
||||
@ -198,7 +198,7 @@ namespace nv
|
||||
m_data[12] = v3.x; m_data[13] = v3.y; m_data[14] = v3.z; m_data[15] = v3.w;
|
||||
}
|
||||
|
||||
/*inline Matrix::Matrix(const scalar m[])
|
||||
/*inline Matrix::Matrix(const float m[])
|
||||
{
|
||||
for(int i = 0; i < 16; i++) {
|
||||
m_data[i] = m[i];
|
||||
@ -207,33 +207,33 @@ namespace nv
|
||||
|
||||
|
||||
// Accessors
|
||||
inline scalar Matrix::data(uint idx) const
|
||||
inline float Matrix::data(uint idx) const
|
||||
{
|
||||
nvDebugCheck(idx < 16);
|
||||
return m_data[idx];
|
||||
}
|
||||
inline scalar & Matrix::data(uint idx)
|
||||
inline float & Matrix::data(uint idx)
|
||||
{
|
||||
nvDebugCheck(idx < 16);
|
||||
return m_data[idx];
|
||||
}
|
||||
inline scalar Matrix::get(uint row, uint col) const
|
||||
inline float Matrix::get(uint row, uint col) const
|
||||
{
|
||||
nvDebugCheck(row < 4 && col < 4);
|
||||
return m_data[col * 4 + row];
|
||||
}
|
||||
inline scalar Matrix::operator()(uint row, uint col) const
|
||||
inline float Matrix::operator()(uint row, uint col) const
|
||||
{
|
||||
nvDebugCheck(row < 4 && col < 4);
|
||||
return m_data[col * 4 + row];
|
||||
}
|
||||
inline scalar & Matrix::operator()(uint row, uint col)
|
||||
inline float & Matrix::operator()(uint row, uint col)
|
||||
{
|
||||
nvDebugCheck(row < 4 && col < 4);
|
||||
return m_data[col * 4 + row];
|
||||
}
|
||||
|
||||
inline const scalar * Matrix::ptr() const
|
||||
inline const float * Matrix::ptr() const
|
||||
{
|
||||
return m_data;
|
||||
}
|
||||
@ -251,7 +251,7 @@ namespace nv
|
||||
}
|
||||
|
||||
// Apply scale.
|
||||
inline void Matrix::scale(scalar s)
|
||||
inline void Matrix::scale(float s)
|
||||
{
|
||||
m_data[0] *= s; m_data[1] *= s; m_data[2] *= s; m_data[3] *= s;
|
||||
m_data[4] *= s; m_data[5] *= s; m_data[6] *= s; m_data[7] *= s;
|
||||
@ -276,10 +276,10 @@ namespace nv
|
||||
m_data[15] = m_data[3] * t.x + m_data[7] * t.y + m_data[11] * t.z + m_data[15];
|
||||
}
|
||||
|
||||
Matrix rotation(scalar theta, scalar v0, scalar v1, scalar v2);
|
||||
Matrix rotation(float theta, float v0, float v1, float v2);
|
||||
|
||||
// Apply rotation.
|
||||
inline void Matrix::rotate(scalar theta, scalar v0, scalar v1, scalar v2)
|
||||
inline void Matrix::rotate(float theta, float v0, float v1, float v2)
|
||||
{
|
||||
Matrix R(rotation(theta, v0, v1, v2));
|
||||
apply(R);
|
||||
@ -291,7 +291,7 @@ namespace nv
|
||||
nvDebugCheck(this != &m);
|
||||
|
||||
for(int i = 0; i < 4; i++) {
|
||||
const scalar ai0 = get(i,0), ai1 = get(i,1), ai2 = get(i,2), ai3 = get(i,3);
|
||||
const float ai0 = get(i,0), ai1 = get(i,1), ai2 = get(i,2), ai3 = get(i,3);
|
||||
m_data[0 + i] = ai0 * m(0,0) + ai1 * m(1,0) + ai2 * m(2,0) + ai3 * m(3,0);
|
||||
m_data[4 + i] = ai0 * m(0,1) + ai1 * m(1,1) + ai2 * m(2,1) + ai3 * m(3,1);
|
||||
m_data[8 + i] = ai0 * m(0,2) + ai1 * m(1,2) + ai2 * m(2,2) + ai3 * m(3,2);
|
||||
@ -310,7 +310,7 @@ namespace nv
|
||||
}
|
||||
|
||||
// Get scale matrix.
|
||||
inline Matrix scale(scalar s)
|
||||
inline Matrix scale(float s)
|
||||
{
|
||||
Matrix m(identity);
|
||||
m(0,0) = m(1,1) = m(2,2) = s;
|
||||
@ -328,10 +328,10 @@ namespace nv
|
||||
}
|
||||
|
||||
// Get rotation matrix.
|
||||
inline Matrix rotation(scalar theta, scalar v0, scalar v1, scalar v2)
|
||||
inline Matrix rotation(float theta, float v0, float v1, float v2)
|
||||
{
|
||||
scalar cost = cosf(theta);
|
||||
scalar sint = sinf(theta);
|
||||
float cost = cosf(theta);
|
||||
float sint = sinf(theta);
|
||||
|
||||
Matrix m(identity);
|
||||
|
||||
@ -348,18 +348,18 @@ namespace nv
|
||||
m(0,1) = sint; m(1,1) = cost;
|
||||
}
|
||||
else {
|
||||
scalar a2, b2, c2;
|
||||
float a2, b2, c2;
|
||||
a2 = v0 * v0;
|
||||
b2 = v1 * v1;
|
||||
c2 = v2 * v2;
|
||||
|
||||
scalar iscale = 1.0f / sqrtf(a2 + b2 + c2);
|
||||
float iscale = 1.0f / sqrtf(a2 + b2 + c2);
|
||||
v0 *= iscale;
|
||||
v1 *= iscale;
|
||||
v2 *= iscale;
|
||||
|
||||
scalar abm, acm, bcm;
|
||||
scalar mcos, asin, bsin, csin;
|
||||
float abm, acm, bcm;
|
||||
float mcos, asin, bsin, csin;
|
||||
mcos = 1.0f - cost;
|
||||
abm = v0 * v1 * mcos;
|
||||
acm = v0 * v2 * mcos;
|
||||
@ -380,18 +380,18 @@ namespace nv
|
||||
return m;
|
||||
}
|
||||
|
||||
//Matrix rotation(scalar yaw, scalar pitch, scalar roll);
|
||||
//Matrix skew(scalar angle, Vector3::Arg v1, Vector3::Arg v2);
|
||||
//Matrix rotation(float yaw, float pitch, float roll);
|
||||
//Matrix skew(float angle, Vector3::Arg v1, Vector3::Arg v2);
|
||||
|
||||
// Get frustum matrix.
|
||||
inline Matrix frustum(scalar xmin, scalar xmax, scalar ymin, scalar ymax, scalar zNear, scalar zFar)
|
||||
inline Matrix frustum(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
|
||||
{
|
||||
Matrix m(0.0f);
|
||||
|
||||
scalar doubleznear = 2.0f * zNear;
|
||||
scalar one_deltax = 1.0f / (xmax - xmin);
|
||||
scalar one_deltay = 1.0f / (ymax - ymin);
|
||||
scalar one_deltaz = 1.0f / (zFar - zNear);
|
||||
float doubleznear = 2.0f * zNear;
|
||||
float one_deltax = 1.0f / (xmax - xmin);
|
||||
float one_deltay = 1.0f / (ymax - ymin);
|
||||
float one_deltaz = 1.0f / (zFar - zNear);
|
||||
|
||||
m(0,0) = doubleznear * one_deltax;
|
||||
m(1,1) = doubleznear * one_deltay;
|
||||
@ -405,14 +405,14 @@ namespace nv
|
||||
}
|
||||
|
||||
// Get infinite frustum matrix.
|
||||
inline Matrix frustum(scalar xmin, scalar xmax, scalar ymin, scalar ymax, scalar zNear)
|
||||
inline Matrix frustum(float xmin, float xmax, float ymin, float ymax, float zNear)
|
||||
{
|
||||
Matrix m(0.0f);
|
||||
|
||||
scalar doubleznear = 2.0f * zNear;
|
||||
scalar one_deltax = 1.0f / (xmax - xmin);
|
||||
scalar one_deltay = 1.0f / (ymax - ymin);
|
||||
scalar nudge = 1.0; // 0.999;
|
||||
float doubleznear = 2.0f * zNear;
|
||||
float one_deltax = 1.0f / (xmax - xmin);
|
||||
float one_deltay = 1.0f / (ymax - ymin);
|
||||
float nudge = 1.0; // 0.999;
|
||||
|
||||
m(0,0) = doubleznear * one_deltax;
|
||||
m(1,1) = doubleznear * one_deltay;
|
||||
@ -426,27 +426,27 @@ namespace nv
|
||||
}
|
||||
|
||||
// Get perspective matrix.
|
||||
inline Matrix perspective(scalar fovy, scalar aspect, scalar zNear, scalar zFar)
|
||||
inline Matrix perspective(float fovy, float aspect, float zNear, float zFar)
|
||||
{
|
||||
scalar xmax = zNear * tan(fovy / 2);
|
||||
scalar xmin = -xmax;
|
||||
float xmax = zNear * tan(fovy / 2);
|
||||
float xmin = -xmax;
|
||||
|
||||
scalar ymax = xmax / aspect;
|
||||
scalar ymin = -ymax;
|
||||
float ymax = xmax / aspect;
|
||||
float ymin = -ymax;
|
||||
|
||||
return frustum(xmin, xmax, ymin, ymax, zNear, zFar);
|
||||
}
|
||||
|
||||
// Get infinite perspective matrix.
|
||||
inline Matrix perspective(scalar fovy, scalar aspect, scalar zNear)
|
||||
inline Matrix perspective(float fovy, float aspect, float zNear)
|
||||
{
|
||||
scalar x = zNear * tan(fovy / 2);
|
||||
scalar y = x / aspect;
|
||||
float x = zNear * tan(fovy / 2);
|
||||
float y = x / aspect;
|
||||
return frustum( -x, x, -y, y, zNear );
|
||||
}
|
||||
|
||||
// Get matrix determinant.
|
||||
inline scalar Matrix::determinant() const
|
||||
inline float Matrix::determinant() const
|
||||
{
|
||||
return
|
||||
m_data[3] * m_data[6] * m_data[ 9] * m_data[12] - m_data[2] * m_data[7] * m_data[ 9] * m_data[12] - m_data[3] * m_data[5] * m_data[10] * m_data[12] + m_data[1] * m_data[7] * m_data[10] * m_data[12] +
|
||||
@ -563,9 +563,9 @@ void TranslationMatrix(const Vec3 & v) {
|
||||
}
|
||||
|
||||
/** Rotate theta degrees around v. */
|
||||
void RotationMatrix( scalar theta, scalar v0, scalar v1, scalar v2 ) {
|
||||
scalar cost = cos(theta);
|
||||
scalar sint = sin(theta);
|
||||
void RotationMatrix( float theta, float v0, float v1, float v2 ) {
|
||||
float cost = cos(theta);
|
||||
float sint = sin(theta);
|
||||
|
||||
if( 1 == v0 && 0 == v1 && 0 == v2 ) {
|
||||
data[0] = 1.0f; data[1] = 0.0f; data[2] = 0.0f; data[3] = 0.0f;
|
||||
@ -587,18 +587,18 @@ void RotationMatrix( scalar theta, scalar v0, scalar v1, scalar v2 ) {
|
||||
}
|
||||
else {
|
||||
//we need scale a,b,c to unit length.
|
||||
scalar a2, b2, c2;
|
||||
float a2, b2, c2;
|
||||
a2 = v0 * v0;
|
||||
b2 = v1 * v1;
|
||||
c2 = v2 * v2;
|
||||
|
||||
scalar iscale = 1.0f / sqrtf(a2 + b2 + c2);
|
||||
float iscale = 1.0f / sqrtf(a2 + b2 + c2);
|
||||
v0 *= iscale;
|
||||
v1 *= iscale;
|
||||
v2 *= iscale;
|
||||
|
||||
scalar abm, acm, bcm;
|
||||
scalar mcos, asin, bsin, csin;
|
||||
float abm, acm, bcm;
|
||||
float mcos, asin, bsin, csin;
|
||||
mcos = 1.0f - cost;
|
||||
abm = v0 * v1 * mcos;
|
||||
acm = v0 * v2 * mcos;
|
||||
@ -626,7 +626,7 @@ void RotationMatrix( scalar theta, scalar v0, scalar v1, scalar v2 ) {
|
||||
}
|
||||
|
||||
/*
|
||||
void SkewMatrix(scalar angle, const Vec3 & v1, const Vec3 & v2) {
|
||||
void SkewMatrix(float angle, const Vec3 & v1, const Vec3 & v2) {
|
||||
v1.Normalize();
|
||||
v2.Normalize();
|
||||
|
||||
@ -635,9 +635,9 @@ v3.Cross(v1, v2);
|
||||
v3.Normalize();
|
||||
|
||||
// Get skew factor.
|
||||
scalar costheta = Vec3DotProduct(v1, v2);
|
||||
scalar sintheta = Real.Sqrt(1 - costheta * costheta);
|
||||
scalar skew = tan(Trig.DegreesToRadians(angle) + acos(sintheta)) * sintheta - costheta;
|
||||
float costheta = Vec3DotProduct(v1, v2);
|
||||
float sintheta = Real.Sqrt(1 - costheta * costheta);
|
||||
float skew = tan(Trig.DegreesToRadians(angle) + acos(sintheta)) * sintheta - costheta;
|
||||
|
||||
// Build orthonormal matrix.
|
||||
v1 = FXVector3.Cross(v3, v2);
|
||||
@ -669,13 +669,13 @@ return R * S * R.Transpose; // Not sure this is in the correct order...
|
||||
*
|
||||
* @todo Have to recompute this code for our new convention.
|
||||
**/
|
||||
void RotationMatrix( scalar yaw, scalar pitch, scalar roll ) {
|
||||
scalar sy = sin(yaw+ToRadian(90));
|
||||
scalar cy = cos(yaw+ToRadian(90));
|
||||
scalar sp = sin(pitch-ToRadian(90));
|
||||
scalar cp = cos(pitch-ToRadian(90));
|
||||
scalar sr = sin(roll);
|
||||
scalar cr = cos(roll);
|
||||
void RotationMatrix( float yaw, float pitch, float roll ) {
|
||||
float sy = sin(yaw+ToRadian(90));
|
||||
float cy = cos(yaw+ToRadian(90));
|
||||
float sp = sin(pitch-ToRadian(90));
|
||||
float cp = cos(pitch-ToRadian(90));
|
||||
float sr = sin(roll);
|
||||
float cr = cos(roll);
|
||||
|
||||
data[0] = cr*cy + sr*sp*sy;
|
||||
data[1] = cp*sy;
|
||||
@ -699,35 +699,35 @@ void RotationMatrix( scalar yaw, scalar pitch, scalar roll ) {
|
||||
}
|
||||
|
||||
/** Create a frustum matrix with the far plane at the infinity. */
|
||||
void Frustum( scalar xmin, scalar xmax, scalar ymin, scalar ymax, scalar zNear, scalar zFar ) {
|
||||
scalar one_deltax, one_deltay, one_deltaz, doubleznear;
|
||||
void Frustum( float xmin, float xmax, float ymin, float ymax, float zNear, float zFar ) {
|
||||
float one_deltax, one_deltay, one_deltaz, doubleznear;
|
||||
|
||||
doubleznear = 2.0f * zNear;
|
||||
one_deltax = 1.0f / (xmax - xmin);
|
||||
one_deltay = 1.0f / (ymax - ymin);
|
||||
one_deltaz = 1.0f / (zFar - zNear);
|
||||
|
||||
data[0] = (scalar)(doubleznear * one_deltax);
|
||||
data[0] = (float)(doubleznear * one_deltax);
|
||||
data[1] = 0.0f;
|
||||
data[2] = 0.0f;
|
||||
data[3] = 0.0f;
|
||||
data[4] = 0.0f;
|
||||
data[5] = (scalar)(doubleznear * one_deltay);
|
||||
data[5] = (float)(doubleznear * one_deltay);
|
||||
data[6] = 0.f;
|
||||
data[7] = 0.f;
|
||||
data[8] = (scalar)((xmax + xmin) * one_deltax);
|
||||
data[9] = (scalar)((ymax + ymin) * one_deltay);
|
||||
data[10] = (scalar)(-(zFar + zNear) * one_deltaz);
|
||||
data[8] = (float)((xmax + xmin) * one_deltax);
|
||||
data[9] = (float)((ymax + ymin) * one_deltay);
|
||||
data[10] = (float)(-(zFar + zNear) * one_deltaz);
|
||||
data[11] = -1.f;
|
||||
data[12] = 0.f;
|
||||
data[13] = 0.f;
|
||||
data[14] = (scalar)(-(zFar * doubleznear) * one_deltaz);
|
||||
data[14] = (float)(-(zFar * doubleznear) * one_deltaz);
|
||||
data[15] = 0.f;
|
||||
}
|
||||
|
||||
/** Create a frustum matrix with the far plane at the infinity. */
|
||||
void FrustumInf( scalar xmin, scalar xmax, scalar ymin, scalar ymax, scalar zNear ) {
|
||||
scalar one_deltax, one_deltay, doubleznear, nudge;
|
||||
void FrustumInf( float xmin, float xmax, float ymin, float ymax, float zNear ) {
|
||||
float one_deltax, one_deltay, doubleznear, nudge;
|
||||
|
||||
doubleznear = 2.0f * zNear;
|
||||
one_deltax = 1.0f / (xmax - xmin);
|
||||
@ -756,8 +756,8 @@ void FrustumInf( scalar xmin, scalar xmax, scalar ymin, scalar ymax, scalar zNea
|
||||
}
|
||||
|
||||
/** Create an inverse frustum matrix with the far plane at the infinity. */
|
||||
void FrustumInfInv( scalar left, scalar right, scalar bottom, scalar top, scalar zNear ) {
|
||||
// this matrix is wrong (not tested scalarly) I think it should be transposed.
|
||||
void FrustumInfInv( float left, float right, float bottom, float top, float zNear ) {
|
||||
// this matrix is wrong (not tested floatly) I think it should be transposed.
|
||||
data[0] = (right - left) / (2 * zNear);
|
||||
data[1] = 0;
|
||||
data[2] = 0;
|
||||
@ -777,8 +777,8 @@ void FrustumInfInv( scalar left, scalar right, scalar bottom, scalar top, scalar
|
||||
}
|
||||
|
||||
/** Create an homogeneous projection matrix. */
|
||||
void Perspective( scalar fov, scalar aspect, scalar zNear, scalar zFar ) {
|
||||
scalar xmin, xmax, ymin, ymax;
|
||||
void Perspective( float fov, float aspect, float zNear, float zFar ) {
|
||||
float xmin, xmax, ymin, ymax;
|
||||
|
||||
xmax = zNear * tan( fov/2 );
|
||||
xmin = -xmax;
|
||||
@ -790,22 +790,22 @@ void Perspective( scalar fov, scalar aspect, scalar zNear, scalar zFar ) {
|
||||
}
|
||||
|
||||
/** Create a projection matrix with the far plane at the infinity. */
|
||||
void PerspectiveInf( scalar fov, scalar aspect, scalar zNear ) {
|
||||
scalar x = zNear * tan( fov/2 );
|
||||
scalar y = x / aspect;
|
||||
void PerspectiveInf( float fov, float aspect, float zNear ) {
|
||||
float x = zNear * tan( fov/2 );
|
||||
float y = x / aspect;
|
||||
FrustumInf( -x, x, -y, y, zNear );
|
||||
}
|
||||
|
||||
/** Create an inverse projection matrix with far plane at the infinity. */
|
||||
void PerspectiveInfInv( scalar fov, scalar aspect, scalar zNear ) {
|
||||
scalar x = zNear * tan( fov/2 );
|
||||
scalar y = x / aspect;
|
||||
void PerspectiveInfInv( float fov, float aspect, float zNear ) {
|
||||
float x = zNear * tan( fov/2 );
|
||||
float y = x / aspect;
|
||||
FrustumInfInv( -x, x, -y, y, zNear );
|
||||
}
|
||||
|
||||
/** Build bone matrix from quatertion and offset. */
|
||||
void BoneMatrix(const Quat & q, const Vec3 & offset) {
|
||||
scalar x2, y2, z2, xx, xy, xz, yy, yz, zz, wx, wy, wz;
|
||||
float x2, y2, z2, xx, xy, xz, yy, yz, zz, wx, wy, wz;
|
||||
|
||||
// calculate coefficients
|
||||
x2 = q.x + q.x;
|
||||
@ -844,7 +844,7 @@ void BoneMatrix(const Quat & q, const Vec3 & offset) {
|
||||
//@{
|
||||
|
||||
/** Apply a general scale. */
|
||||
void Scale( scalar x, scalar y, scalar z ) {
|
||||
void Scale( float x, float y, float z ) {
|
||||
data[0] *= x; data[4] *= y; data[8] *= z;
|
||||
data[1] *= x; data[5] *= y; data[9] *= z;
|
||||
data[2] *= x; data[6] *= y; data[10] *= z;
|
||||
@ -852,14 +852,14 @@ void Scale( scalar x, scalar y, scalar z ) {
|
||||
}
|
||||
|
||||
/** Apply a rotation of theta degrees around the axis v*/
|
||||
void Rotate( scalar theta, const Vec3 & v ) {
|
||||
void Rotate( float theta, const Vec3 & v ) {
|
||||
Matrix b;
|
||||
b.RotationMatrix( theta, v[0], v[1], v[2] );
|
||||
Multiply4x3( b );
|
||||
}
|
||||
|
||||
/** Apply a rotation of theta degrees around the axis v*/
|
||||
void Rotate( scalar theta, scalar v0, scalar v1, scalar v2 ) {
|
||||
void Rotate( float theta, float v0, float v1, float v2 ) {
|
||||
Matrix b;
|
||||
b.RotationMatrix( theta, v0, v1, v2 );
|
||||
Multiply4x3( b );
|
||||
@ -881,7 +881,7 @@ void Translate( const Vec3 &t ) {
|
||||
* Translate the matrix by x, y, z. This is the same as multiplying by a
|
||||
* translation matrix with the given offsets.
|
||||
*/
|
||||
void Translate( scalar x, scalar y, scalar z ) {
|
||||
void Translate( float x, float y, float z ) {
|
||||
data[12] = data[0] * x + data[4] * y + data[8] * z + data[12];
|
||||
data[13] = data[1] * x + data[5] * y + data[9] * z + data[13];
|
||||
data[14] = data[2] * x + data[6] * y + data[10] * z + data[14];
|
||||
@ -922,7 +922,7 @@ void AffineInverse() {
|
||||
//@{
|
||||
|
||||
/** Return the determinant of this matrix. */
|
||||
scalar Determinant() const {
|
||||
float Determinant() const {
|
||||
return data[0] * data[5] * data[10] * data[15] +
|
||||
data[1] * data[6] * data[11] * data[12] +
|
||||
data[2] * data[7] * data[ 8] * data[13] +
|
||||
@ -944,7 +944,7 @@ void Multiply4x4( const Matrix & A, const Matrix & restrict B ) {
|
||||
piDebugCheck(this != &B);
|
||||
|
||||
for(int i = 0; i < 4; i++) {
|
||||
const scalar ai0 = A(i,0), ai1 = A(i,1), ai2 = A(i,2), ai3 = A(i,3);
|
||||
const float ai0 = A(i,0), ai1 = A(i,1), ai2 = A(i,2), ai3 = A(i,3);
|
||||
GetElem(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
|
||||
GetElem(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
|
||||
GetElem(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
|
||||
@ -981,7 +981,7 @@ void Multiply4x3( const Matrix & A, const Matrix & restrict B ) {
|
||||
piDebugCheck(this != &B);
|
||||
|
||||
for(int i = 0; i < 3; i++) {
|
||||
const scalar ai0 = A(i,0), ai1 = A(i,1), ai2 = A(i,2), ai3 = A(i,3);
|
||||
const float ai0 = A(i,0), ai1 = A(i,1), ai2 = A(i,2), ai3 = A(i,3);
|
||||
GetElem(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
|
||||
GetElem(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
|
||||
GetElem(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
|
||||
@ -1038,9 +1038,9 @@ void TransformPoint(const Vec3 & restrict orig, Vec3 * restrict dest) const {
|
||||
}
|
||||
|
||||
/** Transform a point, normalize it, and return w. */
|
||||
scalar TransformPointAndNormalize(const Vec3 & restrict orig, Vec3 * restrict dest) const {
|
||||
float TransformPointAndNormalize(const Vec3 & restrict orig, Vec3 * restrict dest) const {
|
||||
piDebugCheck(&orig != dest);
|
||||
scalar w;
|
||||
float w;
|
||||
dest->x = orig.x * data[0] + orig.y * data[4] + orig.z * data[8] + data[12];
|
||||
dest->y = orig.x * data[1] + orig.y * data[5] + orig.z * data[9] + data[13];
|
||||
dest->z = orig.x * data[2] + orig.y * data[6] + orig.z * data[10] + data[14];
|
||||
@ -1050,7 +1050,7 @@ scalar TransformPointAndNormalize(const Vec3 & restrict orig, Vec3 * restrict de
|
||||
}
|
||||
|
||||
/** Transform a point and return w. */
|
||||
scalar TransformPointReturnW(const Vec3 & restrict orig, Vec3 * restrict dest) const {
|
||||
float TransformPointReturnW(const Vec3 & restrict orig, Vec3 * restrict dest) const {
|
||||
piDebugCheck(&orig != dest);
|
||||
dest->x = orig.x * data[0] + orig.y * data[4] + orig.z * data[8] + data[12];
|
||||
dest->y = orig.x * data[1] + orig.y * data[5] + orig.z * data[9] + data[13];
|
||||
@ -1071,7 +1071,7 @@ void TransformVec4(const Vec3 & orig, Vec4 * dest) const {
|
||||
//@{
|
||||
|
||||
/** Get the ZYZ euler angles from the matrix. Assumes the matrix is orthonormal. */
|
||||
void GetEulerAnglesZYZ(scalar * s, scalar * t, scalar * r) const {
|
||||
void GetEulerAnglesZYZ(float * s, float * t, float * r) const {
|
||||
if( GetElem(2,2) < 1.0f ) {
|
||||
if( GetElem(2,2) > -1.0f ) {
|
||||
// cs*ct*cr-ss*sr -ss*ct*cr-cs*sr st*cr
|
||||
@ -1115,7 +1115,7 @@ void Print() const {
|
||||
|
||||
public:
|
||||
|
||||
scalar data[16];
|
||||
float data[16];
|
||||
|
||||
};
|
||||
#endif
|
||||
|
@ -25,12 +25,12 @@ namespace nv
|
||||
const Plane & operator=(Plane::Arg v);
|
||||
|
||||
Vector3 vector() const;
|
||||
scalar offset() const;
|
||||
float offset() const;
|
||||
|
||||
const Vector4 & asVector() const;
|
||||
Vector4 & asVector();
|
||||
|
||||
void operator*=(scalar s);
|
||||
void operator*=(float s);
|
||||
|
||||
private:
|
||||
Vector4 p;
|
||||
|
@ -18,7 +18,7 @@ namespace nv
|
||||
inline const Plane & Plane::operator=(Plane::Arg v) { p = v.p; return *this; }
|
||||
|
||||
inline Vector3 Plane::vector() const { return p.xyz(); }
|
||||
inline scalar Plane::offset() const { return p.w; }
|
||||
inline float Plane::offset() const { return p.w; }
|
||||
|
||||
inline const Vector4 & Plane::asVector() const { return p; }
|
||||
inline Vector4 & Plane::asVector() { return p; }
|
||||
@ -38,7 +38,7 @@ namespace nv
|
||||
return dot(plane.vector(), point) - plane.offset();
|
||||
}
|
||||
|
||||
inline void Plane::operator*=(scalar s)
|
||||
inline void Plane::operator*=(float s)
|
||||
{
|
||||
scale(p, s);
|
||||
}
|
||||
|
@ -8,30 +8,26 @@
|
||||
|
||||
namespace nv
|
||||
{
|
||||
|
||||
// I should probably use templates.
|
||||
typedef float scalar;
|
||||
|
||||
class NVMATH_CLASS Vector2
|
||||
{
|
||||
public:
|
||||
typedef Vector2 const & Arg;
|
||||
|
||||
Vector2();
|
||||
explicit Vector2(scalar f);
|
||||
Vector2(scalar x, scalar y);
|
||||
explicit Vector2(float f);
|
||||
Vector2(float x, float y);
|
||||
Vector2(Vector2::Arg v);
|
||||
|
||||
const Vector2 & operator=(Vector2::Arg v);
|
||||
|
||||
const scalar * ptr() const;
|
||||
const float * ptr() const;
|
||||
|
||||
void set(scalar x, scalar y);
|
||||
void set(float x, float y);
|
||||
|
||||
Vector2 operator-() const;
|
||||
void operator+=(Vector2::Arg v);
|
||||
void operator-=(Vector2::Arg v);
|
||||
void operator*=(scalar s);
|
||||
void operator*=(float s);
|
||||
void operator*=(Vector2::Arg v);
|
||||
|
||||
friend bool operator==(Vector2::Arg a, Vector2::Arg b);
|
||||
@ -39,9 +35,9 @@ namespace nv
|
||||
|
||||
union {
|
||||
struct {
|
||||
scalar x, y;
|
||||
float x, y;
|
||||
};
|
||||
scalar component[2];
|
||||
float component[2];
|
||||
};
|
||||
};
|
||||
|
||||
@ -55,24 +51,24 @@ namespace nv
|
||||
typedef Vector3 const & Arg;
|
||||
|
||||
Vector3();
|
||||
explicit Vector3(scalar x);
|
||||
Vector3(scalar x, scalar y, scalar z);
|
||||
Vector3(Vector2::Arg v, scalar z);
|
||||
explicit Vector3(float x);
|
||||
Vector3(float x, float y, float z);
|
||||
Vector3(Vector2::Arg v, float z);
|
||||
Vector3(Vector3::Arg v);
|
||||
|
||||
const Vector3 & operator=(Vector3::Arg v);
|
||||
|
||||
Vector2 xy() const;
|
||||
|
||||
const scalar * ptr() const;
|
||||
const float * ptr() const;
|
||||
|
||||
void set(scalar x, scalar y, scalar z);
|
||||
void set(float x, float y, float z);
|
||||
|
||||
Vector3 operator-() const;
|
||||
void operator+=(Vector3::Arg v);
|
||||
void operator-=(Vector3::Arg v);
|
||||
void operator*=(scalar s);
|
||||
void operator/=(scalar s);
|
||||
void operator*=(float s);
|
||||
void operator/=(float s);
|
||||
void operator*=(Vector3::Arg v);
|
||||
|
||||
friend bool operator==(Vector3::Arg a, Vector3::Arg b);
|
||||
@ -80,9 +76,9 @@ namespace nv
|
||||
|
||||
union {
|
||||
struct {
|
||||
scalar x, y, z;
|
||||
float x, y, z;
|
||||
};
|
||||
scalar component[3];
|
||||
float component[3];
|
||||
};
|
||||
};
|
||||
|
||||
@ -96,11 +92,11 @@ namespace nv
|
||||
typedef Vector4 const & Arg;
|
||||
|
||||
Vector4();
|
||||
explicit Vector4(scalar x);
|
||||
Vector4(scalar x, scalar y, scalar z, scalar w);
|
||||
Vector4(Vector2::Arg v, scalar z, scalar w);
|
||||
explicit Vector4(float x);
|
||||
Vector4(float x, float y, float z, float w);
|
||||
Vector4(Vector2::Arg v, float z, float w);
|
||||
Vector4(Vector2::Arg v, Vector2::Arg u);
|
||||
Vector4(Vector3::Arg v, scalar w);
|
||||
Vector4(Vector3::Arg v, float w);
|
||||
Vector4(Vector4::Arg v);
|
||||
// Vector4(const Quaternion & v);
|
||||
|
||||
@ -110,14 +106,14 @@ namespace nv
|
||||
Vector2 zw() const;
|
||||
Vector3 xyz() const;
|
||||
|
||||
const scalar * ptr() const;
|
||||
const float * ptr() const;
|
||||
|
||||
void set(scalar x, scalar y, scalar z, scalar w);
|
||||
void set(float x, float y, float z, float w);
|
||||
|
||||
Vector4 operator-() const;
|
||||
void operator+=(Vector4::Arg v);
|
||||
void operator-=(Vector4::Arg v);
|
||||
void operator*=(scalar s);
|
||||
void operator*=(float s);
|
||||
void operator*=(Vector4::Arg v);
|
||||
|
||||
friend bool operator==(Vector4::Arg a, Vector4::Arg b);
|
||||
@ -125,9 +121,9 @@ namespace nv
|
||||
|
||||
union {
|
||||
struct {
|
||||
scalar x, y, z, w;
|
||||
float x, y, z, w;
|
||||
};
|
||||
scalar component[4];
|
||||
float component[4];
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -22,8 +22,8 @@ namespace nv
|
||||
|
||||
// Vector2
|
||||
inline Vector2::Vector2() {}
|
||||
inline Vector2::Vector2(scalar f) : x(f), y(f) {}
|
||||
inline Vector2::Vector2(scalar x, scalar y) : x(x), y(y) {}
|
||||
inline Vector2::Vector2(float f) : x(f), y(f) {}
|
||||
inline Vector2::Vector2(float x, float y) : x(x), y(y) {}
|
||||
inline Vector2::Vector2(Vector2::Arg v) : x(v.x), y(v.y) {}
|
||||
|
||||
inline const Vector2 & Vector2::operator=(Vector2::Arg v)
|
||||
@ -33,12 +33,12 @@ namespace nv
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline const scalar * Vector2::ptr() const
|
||||
inline const float * Vector2::ptr() const
|
||||
{
|
||||
return &x;
|
||||
}
|
||||
|
||||
inline void Vector2::set(scalar x, scalar y)
|
||||
inline void Vector2::set(float x, float y)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
@ -61,7 +61,7 @@ namespace nv
|
||||
y -= v.y;
|
||||
}
|
||||
|
||||
inline void Vector2::operator*=(scalar s)
|
||||
inline void Vector2::operator*=(float s)
|
||||
{
|
||||
x *= s;
|
||||
y *= s;
|
||||
@ -85,9 +85,9 @@ namespace nv
|
||||
|
||||
// Vector3
|
||||
inline Vector3::Vector3() {}
|
||||
inline Vector3::Vector3(scalar f) : x(f), y(f), z(f) {}
|
||||
inline Vector3::Vector3(scalar x, scalar y, scalar z) : x(x), y(y), z(z) {}
|
||||
inline Vector3::Vector3(Vector2::Arg v, scalar z) : x(v.x), y(v.y), z(z) {}
|
||||
inline Vector3::Vector3(float f) : x(f), y(f), z(f) {}
|
||||
inline Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) {}
|
||||
inline Vector3::Vector3(Vector2::Arg v, float z) : x(v.x), y(v.y), z(z) {}
|
||||
inline Vector3::Vector3(Vector3::Arg v) : x(v.x), y(v.y), z(v.z) {}
|
||||
|
||||
inline const Vector3 & Vector3::operator=(Vector3::Arg v)
|
||||
@ -104,12 +104,12 @@ namespace nv
|
||||
return Vector2(x, y);
|
||||
}
|
||||
|
||||
inline const scalar * Vector3::ptr() const
|
||||
inline const float * Vector3::ptr() const
|
||||
{
|
||||
return &x;
|
||||
}
|
||||
|
||||
inline void Vector3::set(scalar x, scalar y, scalar z)
|
||||
inline void Vector3::set(float x, float y, float z)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
@ -135,14 +135,14 @@ namespace nv
|
||||
z -= v.z;
|
||||
}
|
||||
|
||||
inline void Vector3::operator*=(scalar s)
|
||||
inline void Vector3::operator*=(float s)
|
||||
{
|
||||
x *= s;
|
||||
y *= s;
|
||||
z *= s;
|
||||
}
|
||||
|
||||
inline void Vector3::operator/=(scalar s)
|
||||
inline void Vector3::operator/=(float s)
|
||||
{
|
||||
float is = 1.0f / s;
|
||||
x *= is;
|
||||
@ -169,11 +169,11 @@ namespace nv
|
||||
|
||||
// Vector4
|
||||
inline Vector4::Vector4() {}
|
||||
inline Vector4::Vector4(scalar f) : x(f), y(f), z(f), w(f) {}
|
||||
inline Vector4::Vector4(scalar x, scalar y, scalar z, scalar w) : x(x), y(y), z(z), w(w) {}
|
||||
inline Vector4::Vector4(Vector2::Arg v, scalar z, scalar w) : x(v.x), y(v.y), z(z), w(w) {}
|
||||
inline Vector4::Vector4(float f) : x(f), y(f), z(f), w(f) {}
|
||||
inline Vector4::Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
|
||||
inline Vector4::Vector4(Vector2::Arg v, float z, float w) : x(v.x), y(v.y), z(z), w(w) {}
|
||||
inline Vector4::Vector4(Vector2::Arg v, Vector2::Arg u) : x(v.x), y(v.y), z(u.x), w(u.y) {}
|
||||
inline Vector4::Vector4(Vector3::Arg v, scalar w) : x(v.x), y(v.y), z(v.z), w(w) {}
|
||||
inline Vector4::Vector4(Vector3::Arg v, float w) : x(v.x), y(v.y), z(v.z), w(w) {}
|
||||
inline Vector4::Vector4(Vector4::Arg v) : x(v.x), y(v.y), z(v.z), w(v.w) {}
|
||||
|
||||
inline const Vector4 & Vector4::operator=(const Vector4 & v)
|
||||
@ -200,12 +200,12 @@ namespace nv
|
||||
return Vector3(x, y, z);
|
||||
}
|
||||
|
||||
inline const scalar * Vector4::ptr() const
|
||||
inline const float * Vector4::ptr() const
|
||||
{
|
||||
return &x;
|
||||
}
|
||||
|
||||
inline void Vector4::set(scalar x, scalar y, scalar z, scalar w)
|
||||
inline void Vector4::set(float x, float y, float z, float w)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
@ -234,7 +234,7 @@ namespace nv
|
||||
w -= v.w;
|
||||
}
|
||||
|
||||
inline void Vector4::operator*=(scalar s)
|
||||
inline void Vector4::operator*=(float s)
|
||||
{
|
||||
x *= s;
|
||||
y *= s;
|
||||
@ -284,7 +284,7 @@ namespace nv
|
||||
return sub(a, b);
|
||||
}
|
||||
|
||||
inline Vector2 scale(Vector2::Arg v, scalar s)
|
||||
inline Vector2 scale(Vector2::Arg v, float s)
|
||||
{
|
||||
return Vector2(v.x * s, v.y * s);
|
||||
}
|
||||
@ -294,7 +294,7 @@ namespace nv
|
||||
return Vector2(v.x * s.x, v.y * s.y);
|
||||
}
|
||||
|
||||
inline Vector2 operator*(Vector2::Arg v, scalar s)
|
||||
inline Vector2 operator*(Vector2::Arg v, float s)
|
||||
{
|
||||
return scale(v, s);
|
||||
}
|
||||
@ -304,32 +304,32 @@ namespace nv
|
||||
return Vector2(v1.x*v2.x, v1.y*v2.y);
|
||||
}
|
||||
|
||||
inline Vector2 operator*(scalar s, Vector2::Arg v)
|
||||
inline Vector2 operator*(float s, Vector2::Arg v)
|
||||
{
|
||||
return scale(v, s);
|
||||
}
|
||||
|
||||
inline Vector2 operator/(Vector2::Arg v, scalar s)
|
||||
inline Vector2 operator/(Vector2::Arg v, float s)
|
||||
{
|
||||
return scale(v, 1.0f/s);
|
||||
}
|
||||
|
||||
inline scalar dot(Vector2::Arg a, Vector2::Arg b)
|
||||
inline float dot(Vector2::Arg a, Vector2::Arg b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y;
|
||||
}
|
||||
|
||||
inline scalar lengthSquared(Vector2::Arg v)
|
||||
inline float lengthSquared(Vector2::Arg v)
|
||||
{
|
||||
return v.x * v.x + v.y * v.y;
|
||||
}
|
||||
|
||||
inline scalar length(Vector2::Arg v)
|
||||
inline float length(Vector2::Arg v)
|
||||
{
|
||||
return sqrtf(lengthSquared(v));
|
||||
}
|
||||
|
||||
inline scalar inverseLength(Vector2::Arg v)
|
||||
inline float inverseLength(Vector2::Arg v)
|
||||
{
|
||||
return 1.0f / sqrtf(lengthSquared(v));
|
||||
}
|
||||
@ -444,7 +444,7 @@ namespace nv
|
||||
return Vector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
|
||||
}
|
||||
|
||||
inline Vector3 scale(Vector3::Arg v, scalar s)
|
||||
inline Vector3 scale(Vector3::Arg v, float s)
|
||||
{
|
||||
return Vector3(v.x * s, v.y * s, v.z * s);
|
||||
}
|
||||
@ -454,12 +454,12 @@ namespace nv
|
||||
return Vector3(v.x * s.x, v.y * s.y, v.z * s.z);
|
||||
}
|
||||
|
||||
inline Vector3 operator*(Vector3::Arg v, scalar s)
|
||||
inline Vector3 operator*(Vector3::Arg v, float s)
|
||||
{
|
||||
return scale(v, s);
|
||||
}
|
||||
|
||||
inline Vector3 operator*(scalar s, Vector3::Arg v)
|
||||
inline Vector3 operator*(float s, Vector3::Arg v)
|
||||
{
|
||||
return scale(v, s);
|
||||
}
|
||||
@ -469,38 +469,38 @@ namespace nv
|
||||
return scale(v, s);
|
||||
}
|
||||
|
||||
inline Vector3 operator/(Vector3::Arg v, scalar s)
|
||||
inline Vector3 operator/(Vector3::Arg v, float s)
|
||||
{
|
||||
return scale(v, 1.0f/s);
|
||||
}
|
||||
|
||||
/*inline Vector3 add_scaled(Vector3::Arg a, Vector3::Arg b, scalar s)
|
||||
/*inline Vector3 add_scaled(Vector3::Arg a, Vector3::Arg b, float s)
|
||||
{
|
||||
return Vector3(a.x + b.x * s, a.y + b.y * s, a.z + b.z * s);
|
||||
}*/
|
||||
|
||||
inline Vector3 lerp(Vector3::Arg v1, Vector3::Arg v2, scalar t)
|
||||
inline Vector3 lerp(Vector3::Arg v1, Vector3::Arg v2, float t)
|
||||
{
|
||||
const scalar s = 1.0f - t;
|
||||
const float s = 1.0f - t;
|
||||
return Vector3(v1.x * s + t * v2.x, v1.y * s + t * v2.y, v1.z * s + t * v2.z);
|
||||
}
|
||||
|
||||
inline scalar dot(Vector3::Arg a, Vector3::Arg b)
|
||||
inline float dot(Vector3::Arg a, Vector3::Arg b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
inline scalar lengthSquared(Vector3::Arg v)
|
||||
inline float lengthSquared(Vector3::Arg v)
|
||||
{
|
||||
return v.x * v.x + v.y * v.y + v.z * v.z;
|
||||
}
|
||||
|
||||
inline scalar length(Vector3::Arg v)
|
||||
inline float length(Vector3::Arg v)
|
||||
{
|
||||
return sqrtf(lengthSquared(v));
|
||||
}
|
||||
|
||||
inline scalar inverseLength(Vector3::Arg v)
|
||||
inline float inverseLength(Vector3::Arg v)
|
||||
{
|
||||
return 1.0f / sqrtf(lengthSquared(v));
|
||||
}
|
||||
@ -602,7 +602,7 @@ namespace nv
|
||||
return sub(a, b);
|
||||
}
|
||||
|
||||
inline Vector4 scale(Vector4::Arg v, scalar s)
|
||||
inline Vector4 scale(Vector4::Arg v, float s)
|
||||
{
|
||||
return Vector4(v.x * s, v.y * s, v.z * s, v.w * s);
|
||||
}
|
||||
@ -612,42 +612,42 @@ namespace nv
|
||||
return Vector4(v.x * s.x, v.y * s.y, v.z * s.z, v.w * s.w);
|
||||
}
|
||||
|
||||
inline Vector4 operator*(Vector4::Arg v, scalar s)
|
||||
inline Vector4 operator*(Vector4::Arg v, float s)
|
||||
{
|
||||
return scale(v, s);
|
||||
}
|
||||
|
||||
inline Vector4 operator*(scalar s, Vector4::Arg v)
|
||||
inline Vector4 operator*(float s, Vector4::Arg v)
|
||||
{
|
||||
return scale(v, s);
|
||||
}
|
||||
|
||||
inline Vector4 operator/(Vector4::Arg v, scalar s)
|
||||
inline Vector4 operator/(Vector4::Arg v, float s)
|
||||
{
|
||||
return scale(v, 1.0f/s);
|
||||
}
|
||||
|
||||
inline Vector4 add_scaled(Vector4::Arg a, Vector4::Arg b, scalar s)
|
||||
inline Vector4 add_scaled(Vector4::Arg a, Vector4::Arg b, float s)
|
||||
{
|
||||
return Vector4(a.x + b.x * s, a.y + b.y * s, a.z + b.z * s, a.w + b.w * s);
|
||||
}
|
||||
|
||||
inline scalar dot(Vector4::Arg a, Vector4::Arg b)
|
||||
inline float dot(Vector4::Arg a, Vector4::Arg b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
|
||||
}
|
||||
|
||||
inline scalar lengthSquared(Vector4::Arg v)
|
||||
inline float lengthSquared(Vector4::Arg v)
|
||||
{
|
||||
return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w;
|
||||
}
|
||||
|
||||
inline scalar length(Vector4::Arg v)
|
||||
inline float length(Vector4::Arg v)
|
||||
{
|
||||
return sqrtf(lengthSquared(v));
|
||||
}
|
||||
|
||||
inline scalar inverseLength(Vector4::Arg v)
|
||||
inline float inverseLength(Vector4::Arg v)
|
||||
{
|
||||
return 1.0f / sqrtf(lengthSquared(v));
|
||||
}
|
||||
|
@ -49,7 +49,7 @@ void ClusterFit::setColourSet(const ColorSet * set)
|
||||
#endif
|
||||
|
||||
// cache some values
|
||||
m_count = set->count;
|
||||
m_count = set->colorCount;
|
||||
|
||||
Vector3 values[16];
|
||||
for (uint i = 0; i < m_count; i++)
|
||||
@ -148,7 +148,7 @@ bool ClusterFit::compress3( Vector3 * start, Vector3 * end )
|
||||
SimdVector besterror = SimdVector( FLT_MAX );
|
||||
|
||||
SimdVector x0 = zero;
|
||||
|
||||
|
||||
int b0 = 0, b1 = 0;
|
||||
|
||||
// check all possible clusters for this total order
|
||||
@ -191,22 +191,22 @@ bool ClusterFit::compress3( Vector3 * start, Vector3 * end )
|
||||
SimdVector e3 = negativeMultiplySubtract( b, betax_sum, e2 );
|
||||
SimdVector e4 = multiplyAdd( two, e3, e1 );
|
||||
|
||||
// apply the metric to the error term
|
||||
SimdVector e5 = e4 * m_metricSqr;
|
||||
SimdVector error = e5.splatX() + e5.splatY() + e5.splatZ();
|
||||
// apply the metric to the error term
|
||||
SimdVector e5 = e4 * m_metricSqr;
|
||||
SimdVector error = e5.splatX() + e5.splatY() + e5.splatZ();
|
||||
|
||||
// keep the solution if it wins
|
||||
if( compareAnyLessThan( error, besterror ) )
|
||||
{
|
||||
besterror = error;
|
||||
beststart = a;
|
||||
bestend = b;
|
||||
b0 = c0;
|
||||
b1 = c1;
|
||||
}
|
||||
// keep the solution if it wins
|
||||
if( compareAnyLessThan( error, besterror ) )
|
||||
{
|
||||
besterror = error;
|
||||
beststart = a;
|
||||
bestend = b;
|
||||
b0 = c0;
|
||||
b1 = c1;
|
||||
}
|
||||
|
||||
x1 += m_weighted[c0+c1];
|
||||
}
|
||||
x1 += m_weighted[c0+c1];
|
||||
}
|
||||
|
||||
x0 += m_weighted[c0];
|
||||
}
|
||||
@ -218,8 +218,8 @@ bool ClusterFit::compress3( Vector3 * start, Vector3 * end )
|
||||
*start = beststart.toVector3();
|
||||
*end = bestend.toVector3();
|
||||
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -308,10 +308,10 @@ bool ClusterFit::compress4( Vector3 * start, Vector3 * end )
|
||||
}
|
||||
|
||||
x2 += m_weighted[c0+c1+c2];
|
||||
}
|
||||
}
|
||||
|
||||
x1 += m_weighted[c0+c1];
|
||||
}
|
||||
x1 += m_weighted[c0+c1];
|
||||
}
|
||||
|
||||
x0 += m_weighted[c0];
|
||||
}
|
||||
@ -321,9 +321,9 @@ bool ClusterFit::compress4( Vector3 * start, Vector3 * end )
|
||||
{
|
||||
*start = beststart.toVector3();
|
||||
*end = bestend.toVector3();
|
||||
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -404,12 +404,12 @@ bool ClusterFit::compress3(Vector3 * start, Vector3 * end)
|
||||
// save the block if necessary
|
||||
if( besterror < m_besterror )
|
||||
{
|
||||
|
||||
|
||||
*start = beststart;
|
||||
*end = bestend;
|
||||
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
// save the error
|
||||
m_besterror = besterror;
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -420,8 +420,8 @@ bool ClusterFit::compress3(Vector3 * start, Vector3 * end)
|
||||
bool ClusterFit::compress4(Vector3 * start, Vector3 * end)
|
||||
{
|
||||
const uint count = m_count;
|
||||
Vector3 const grid( 31.0f, 63.0f, 31.0f );
|
||||
Vector3 const gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f );
|
||||
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 );
|
||||
|
@ -179,8 +179,13 @@ inline static uint computeIndices4(const ColorSet & set, Vector3::Arg maxColor,
|
||||
palette[3] = lerp(palette[0], palette[1], 2.0f / 3.0f);
|
||||
|
||||
uint indices = 0;
|
||||
for(int i = 0; i < 16; i++)
|
||||
for(int i = 0; i < 16; i++)
|
||||
{
|
||||
if (!set.isValidIndex(i)) {
|
||||
// Skip masked pixels and out of bounds.
|
||||
continue;
|
||||
}
|
||||
|
||||
Vector3 color = set.color(i).xyz();
|
||||
|
||||
float d0 = colorDistance(palette[0], color);
|
||||
@ -237,16 +242,20 @@ inline static uint computeIndices3(const ColorSet & set, Vector3::Arg maxColor,
|
||||
uint indices = 0;
|
||||
for(int i = 0; i < 16; i++)
|
||||
{
|
||||
if (!set.isValidIndex(i)) {
|
||||
// Skip masked pixels and out of bounds.
|
||||
indices |= 3 << (2 * i);
|
||||
continue;
|
||||
}
|
||||
|
||||
Vector3 color = set.color(i).xyz();
|
||||
float alpha = set.color(i).w;
|
||||
|
||||
float d0 = colorDistance(palette[0], color);
|
||||
float d1 = colorDistance(palette[1], color);
|
||||
float d2 = colorDistance(palette[2], color);
|
||||
|
||||
uint index;
|
||||
if (alpha == 0) index = 3;
|
||||
else if (d0 < d1 && d0 < d2) index = 0;
|
||||
if (d0 < d1 && d0 < d2) index = 0;
|
||||
else if (d1 < d2) index = 1;
|
||||
else index = 2;
|
||||
|
||||
|
@ -72,11 +72,11 @@ struct Error
|
||||
mse = 0.0f;
|
||||
}
|
||||
|
||||
void addSample(float e)
|
||||
void addSample(double e)
|
||||
{
|
||||
samples++;
|
||||
mabse += fabsf(e);
|
||||
maxabse = nv::max(maxabse, fabsf(e));
|
||||
mabse += fabs(e);
|
||||
maxabse = nv::max(maxabse, fabs(e));
|
||||
mse += e * e;
|
||||
}
|
||||
|
||||
@ -84,8 +84,8 @@ struct Error
|
||||
{
|
||||
mabse /= samples;
|
||||
mse /= samples;
|
||||
rmse = sqrtf(mse);
|
||||
psnr = (rmse == 0) ? 999.0f : 20.0f * log10(255.0f / rmse);
|
||||
rmse = sqrt(mse);
|
||||
psnr = (rmse == 0) ? 999.0 : 20.0 * log10(255.0 / rmse);
|
||||
}
|
||||
|
||||
void print()
|
||||
@ -97,11 +97,11 @@ struct Error
|
||||
}
|
||||
|
||||
int samples;
|
||||
float mabse;
|
||||
float maxabse;
|
||||
float mse;
|
||||
float rmse;
|
||||
float psnr;
|
||||
double mabse;
|
||||
double maxabse;
|
||||
double mse;
|
||||
double rmse;
|
||||
double psnr;
|
||||
};
|
||||
|
||||
struct NormalError
|
||||
@ -230,10 +230,10 @@ int main(int argc, char *argv[])
|
||||
const nv::Color32 c0(image0.pixel(e, i));
|
||||
const nv::Color32 c1(image1.pixel(e, i));
|
||||
|
||||
float r = float(c0.r - c1.r);
|
||||
float g = float(c0.g - c1.g);
|
||||
float b = float(c0.b - c1.b);
|
||||
float a = float(c0.a - c1.a);
|
||||
double r = float(c0.r - c1.r);
|
||||
double g = float(c0.g - c1.g);
|
||||
double b = float(c0.b - c1.b);
|
||||
double a = float(c0.a - c1.a);
|
||||
|
||||
error_r.addSample(r);
|
||||
error_g.addSample(g);
|
||||
@ -247,9 +247,9 @@ int main(int argc, char *argv[])
|
||||
|
||||
if (compareAlpha)
|
||||
{
|
||||
error_total.addSample(r * c0.a / 255.0f);
|
||||
error_total.addSample(g * c0.a / 255.0f);
|
||||
error_total.addSample(b * c0.a / 255.0f);
|
||||
error_total.addSample(r * c0.a / 255.0);
|
||||
error_total.addSample(g * c0.a / 255.0);
|
||||
error_total.addSample(b * c0.a / 255.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user