// Copyright (c) 2009-2011 Ignacio Castano // Copyright (c) 2007-2009 NVIDIA Corporation -- Ignacio Castano // // 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. #ifndef NV_TT_QUICKCOMPRESSDXT_H #define NV_TT_QUICKCOMPRESSDXT_H #include namespace nv { struct ColorBlock; struct ColorSet; struct AlphaBlock4x4; struct BlockDXT1; struct BlockDXT3; struct BlockDXT5; struct AlphaBlockDXT3; struct AlphaBlockDXT5; class Vector3; namespace QuickCompress { void compressDXT1(const ColorBlock & src, BlockDXT1 * dst); void compressDXT1a(const ColorBlock & src, BlockDXT1 * dst); void compressDXT3(const ColorBlock & src, BlockDXT3 * dst); void compressDXT5A(const ColorBlock & src, AlphaBlockDXT5 * dst, int iterationCount=8); void compressDXT5A(const AlphaBlock4x4 & src, AlphaBlockDXT5 * dst, int iterationCount=8); void compressDXT5(const ColorBlock & src, BlockDXT5 * dst, int iterationCount=8); void outputBlock4(const ColorSet & set, const Vector3 & start, const Vector3 & end, BlockDXT1 * block); void outputBlock3(const ColorSet & set, const Vector3 & start, const Vector3 & end, BlockDXT1 * block); } } // nv namespace #endif // NV_TT_QUICKCOMPRESSDXT_H