/* ----------------------------------------------------------------------------- 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. -------------------------------------------------------------------------- */ #include "clusterfit.h" #include "colourset.h" #include "colourblock.h" #include namespace nvsquish { ClusterFit::ClusterFit() { } void ClusterFit::SetColourSet( ColourSet const* colours, int flags ) { ColourFit::SetColourSet( colours, flags ); // initialise the best error #if SQUISH_USE_SIMD m_besterror = VEC4_CONST( FLT_MAX ); Vec3 metric = m_metric.GetVec3(); #else m_besterror = FLT_MAX; Vec3 metric = m_metric; #endif // cache some values int const count = m_colours->GetCount(); Vec3 const* values = m_colours->GetPoints(); // get the covariance matrix Sym3x3 covariance = ComputeWeightedCovariance( count, values, m_colours->GetWeights(), metric ); // compute the principle component Vec3 principle = ComputePrincipleComponent( covariance ); // build the list of values float dps[16]; for( int i = 0; i < count; ++i ) { dps[i] = Dot( values[i], principle ); m_order[i] = i; } // stable sort for( int i = 0; i < count; ++i ) { for( int j = i; j > 0 && dps[j] < dps[j - 1]; --j ) { std::swap( dps[j], dps[j - 1] ); std::swap( m_order[j], m_order[j - 1] ); } } // weight all the points #if SQUISH_USE_SIMD Vec4 const* unweighted = m_colours->GetPointsSimd(); Vec4 const* weights = m_colours->GetWeightsSimd(); m_xxsum = VEC4_CONST( 0.0f ); #else Vec3 const* unweighted = m_colours->GetPoints(); float const* weights = m_colours->GetWeights(); m_xxsum = Vec3( 0.0f ); #endif for( int i = 0; i < count; ++i ) { int p = m_order[i]; m_unweighted[i] = unweighted[p]; m_weights[i] = weights[p]; m_weighted[i] = weights[p]*unweighted[p]; m_xxsum += m_weighted[i]*m_weighted[i]; } } void ClusterFit::SetMetric(float r, float g, float b) { #if SQUISH_USE_SIMD m_metric = Vec4(r, g, b, 0); #else m_metric = Vec3(r, g, b); #endif m_metricSqr = m_metric * m_metric; } float ClusterFit::GetBestError() const { #if SQUISH_USE_SIMD return m_besterror.GetX(); #else return m_besterror; #endif } void ClusterFit::Compress3( void* block ) { // declare variables int const count = m_colours->GetCount(); #if SQUISH_USE_SIMD Vec4 beststart = VEC4_CONST( 0.0f ); Vec4 bestend = VEC4_CONST( 0.0f ); Vec4 besterror = VEC4_CONST( FLT_MAX ); Vec4 const half = VEC4_CONST( 0.5f ); Vec4 const zero = VEC4_CONST( 0.0f ); #else Vec3 beststart( 0.0f ); Vec3 bestend( 0.0f ); float besterror = FLT_MAX; float const half = 0.5f; float const zero = 0.0f; #endif // check all possible clusters for this total order u8 indices[16]; u8 bestindices[16]; // first cluster [0,i) is at the start for( int m = 0; m < count; ++m ) { indices[m] = 0; m_alpha[m] = m_weights[m]; m_beta[m] = zero; } for( int i = count; i >= 0; --i ) { // second cluster [i,j) is half along for( int m = i; m < count; ++m ) { indices[m] = 2; m_alpha[m] = m_beta[m] = half*m_weights[m]; } for( int j = count; j > i; --j ) { // last cluster [j,k) is at the end if( j < count ) { indices[j] = 1; m_alpha[j] = zero; m_beta[j] = m_weights[j]; } // solve a least squares problem to place the endpoints #if SQUISH_USE_SIMD Vec4 start, end; Vec4 error = SolveLeastSquares( start, end ); #else Vec3 start, end; float error = SolveLeastSquares( start, end ); #endif // keep the solution if it wins #if SQUISH_USE_SIMD if( CompareAnyLessThan( error, besterror ) ) #else if( error < besterror ) #endif { beststart = start; bestend = end; for( int m = 0; m < 16; ++m ) // TODO: make this faster? bestindices[m] = indices[m]; besterror = error; } } } // save the block if necessary #if SQUISH_USE_SIMD if( CompareAnyLessThan( besterror, m_besterror ) ) #else if( besterror < m_besterror ) #endif { // remap the indices u8 unordered[16]; for( int i = 0; i < count; ++i ) unordered[m_order[i]] = bestindices[i]; m_colours->RemapIndices( unordered, bestindices ); // save the block #if SQUISH_USE_SIMD WriteColourBlock3( beststart.GetVec3(), bestend.GetVec3(), bestindices, block ); #else WriteColourBlock3( beststart, bestend, bestindices, block ); #endif // save the error m_besterror = besterror; } } //static int run = 0; //static bool debug = false; void ClusterFit::Compress4( void* block ) { //debug = (run == 1); //run++; // declare variables int const count = m_colours->GetCount(); #if SQUISH_USE_SIMD Vec4 beststart = VEC4_CONST( 0.0f ); Vec4 bestend = VEC4_CONST( 0.0f ); Vec4 besterror = m_besterror; Vec4 const twothirds = VEC4_CONST( 2.0f/3.0f ); Vec4 const onethird = VEC4_CONST( 1.0f/3.0f ); Vec4 const zero = VEC4_CONST( 0.0f ); #else Vec3 beststart( 0.0f ); Vec3 bestend( 0.0f ); float besterror = m_besterror; float const twothirds = 2.0f/3.0f; float const onethird = 1.0f/3.0f; float const zero = 0.0f; #endif // check all possible clusters for this total order u8 indices[16]; u8 bestindices[16]; // first cluster [0,i) is at the start for( int m = 0; m < count; ++m ) { indices[m] = 0; m_alpha[m] = m_weights[m]; m_beta[m] = zero; } for( int i = count; i >= 0; --i ) { // second cluster [i,j) is one third along for( int m = i; m < count; ++m ) { indices[m] = 2; m_alpha[m] = twothirds*m_weights[m]; m_beta[m] = onethird*m_weights[m]; } for( int j = count; j >= i; --j ) { // third cluster [j,k) is two thirds along for( int m = j; m < count; ++m ) { indices[m] = 3; m_alpha[m] = onethird*m_weights[m]; m_beta[m] = twothirds*m_weights[m]; } for( int k = count; k >= j; --k ) { if (j + k == 0) continue; // last cluster [k,n) is at the end if( k < count ) { indices[k] = 1; m_alpha[k] = zero; m_beta[k] = m_weights[k]; } // solve a least squares problem to place the endpoints #if SQUISH_USE_SIMD Vec4 start, end; Vec4 error = SolveLeastSquares( start, end ); #else Vec3 start, end; float error = SolveLeastSquares( start, end ); #endif // keep the solution if it wins #if SQUISH_USE_SIMD if( CompareAnyLessThan( error, besterror ) ) #else if( error < besterror ) #endif { beststart = start; bestend = end; for( int m = 0; m < 16; ++m ) // TODO: make this faster? bestindices[m] = indices[m]; besterror = error; } } } } // save the block if necessary #if SQUISH_USE_SIMD if( CompareAnyLessThan( besterror, m_besterror ) ) #else if( besterror < m_besterror ) #endif { // remap the indices u8 unordered[16]; for( int i = 0; i < count; ++i ) unordered[m_order[i]] = bestindices[i]; m_colours->RemapIndices( unordered, bestindices ); // save the block #if SQUISH_USE_SIMD WriteColourBlock4( beststart.GetVec3(), bestend.GetVec3(), bestindices, block ); #else WriteColourBlock4( beststart, bestend, bestindices, block ); #endif // save the error m_besterror = besterror; } } #if SQUISH_USE_SIMD Vec4 ClusterFit::SolveLeastSquares( Vec4& start, Vec4& end ) const { // accumulate all the quantities we need int const count = m_colours->GetCount(); Vec4 alpha2_sum = VEC4_CONST( 0.0f ); Vec4 beta2_sum = VEC4_CONST( 0.0f ); Vec4 alphabeta_sum = VEC4_CONST( 0.0f ); Vec4 alphax_sum = VEC4_CONST( 0.0f ); Vec4 betax_sum = VEC4_CONST( 0.0f ); for( int i = 0; i < count; ++i ) { Vec4 alpha = m_alpha[i]; Vec4 beta = m_beta[i]; Vec4 x = m_weighted[i]; alpha2_sum = MultiplyAdd( alpha, alpha, alpha2_sum ); beta2_sum = MultiplyAdd( beta, beta, beta2_sum ); alphabeta_sum = MultiplyAdd( alpha, beta, alphabeta_sum ); alphax_sum = MultiplyAdd( alpha, x, alphax_sum ); betax_sum = MultiplyAdd( beta, x, betax_sum ); } // select the results Vec4 const zero = VEC4_CONST( 0.0f ); Vec4 beta2_sum_zero = CompareEqual( beta2_sum, zero ); Vec4 alpha2_sum_zero = CompareEqual( alpha2_sum, zero ); Vec4 a1 = alphax_sum*Reciprocal( alpha2_sum ); Vec4 b1 = betax_sum*Reciprocal( beta2_sum ); Vec4 factor = Reciprocal( NegativeMultiplySubtract( alphabeta_sum, alphabeta_sum, alpha2_sum*beta2_sum ) ); Vec4 a2 = NegativeMultiplySubtract( betax_sum, alphabeta_sum, alphax_sum*beta2_sum )*factor; Vec4 b2 = NegativeMultiplySubtract( alphax_sum, alphabeta_sum, betax_sum*alpha2_sum )*factor; Vec4 a = Select( Select( a2, a1, beta2_sum_zero ), zero, alpha2_sum_zero ); Vec4 b = Select( Select( b2, b1, alpha2_sum_zero ), zero, beta2_sum_zero ); // clamp the output to [0, 1] Vec4 const one = VEC4_CONST( 1.0f ); Vec4 const half = VEC4_CONST( 0.5f ); a = Min( one, Max( zero, a ) ); b = Min( one, Max( zero, b ) ); // clamp to the grid Vec4 const grid( 31.0f, 63.0f, 31.0f, 0.0f ); Vec4 const gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f, 0.0f ); Vec4 const onethird = VEC4_CONST( 1.0f/3.0f ); Vec4 const twothirds = VEC4_CONST( 2.0f/3.0f ); a = Truncate( MultiplyAdd( grid, a, half ) )*gridrcp; b = Truncate( MultiplyAdd( grid, b, half ) )*gridrcp; // compute the error Vec4 const two = VEC4_CONST( 2.0 ); Vec4 e1 = MultiplyAdd( b*b, beta2_sum, m_xxsum ); Vec4 e2 = MultiplyAdd( a, alphax_sum, b*betax_sum ); Vec4 e3 = MultiplyAdd( a*a, alpha2_sum, e1 ); Vec4 e4 = MultiplyAdd( a*b*alphabeta_sum - e2, two, e3 ); // apply the metric to the error term Vec4 e5 = e4*m_metricSqr; Vec4 error = e5.SplatX() + e5.SplatY() + e5.SplatZ(); // save the start and end start = a; end = b; return error; } #else float ClusterFit::SolveLeastSquares( Vec3& start, Vec3& end ) const { // accumulate all the quantities we need int const count = m_colours->GetCount(); float alpha2_sum = 0.0f; float beta2_sum = 0.0f; float alphabeta_sum = 0.0f; Vec3 alphax_sum( 0.0f ); Vec3 betax_sum( 0.0f ); for( int i = 0; i < count; ++i ) { float alpha = m_alpha[i]; float beta = m_beta[i]; Vec3 const& x = m_weighted[i]; alpha2_sum += alpha*alpha; beta2_sum += beta*beta; alphabeta_sum += alpha*beta; alphax_sum += alpha*x; betax_sum += beta*x; } //if (debug) printf("%f %f %f", alpha2_sum, beta2_sum, alphabeta_sum); // zero where non-determinate Vec3 a, b; if( beta2_sum == 0.0f ) { a = alphax_sum/alpha2_sum; b = Vec3( 0.0f ); } else if( alpha2_sum == 0.0f ) { a = Vec3( 0.0f ); b = betax_sum/beta2_sum; } else { float factor = 1.0f/( alpha2_sum*beta2_sum - alphabeta_sum*alphabeta_sum ); a = ( alphax_sum*beta2_sum - betax_sum*alphabeta_sum )*factor; b = ( betax_sum*alpha2_sum - alphax_sum*alphabeta_sum )*factor; } // clamp the output to [0, 1] Vec3 const one( 1.0f ); Vec3 const zero( 0.0f ); a = Min( one, Max( zero, a ) ); b = Min( one, Max( zero, b ) ); // clamp to the grid Vec3 const grid( 31.0f, 63.0f, 31.0f ); Vec3 const gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f ); Vec3 const half( 0.5f ); a = Floor( grid*a + half )*gridrcp; b = Floor( grid*b + half )*gridrcp; // compute the error Vec3 e1 = a*a*alpha2_sum + b*b*beta2_sum /*+ m_xxsum*/ + 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 ); //if (debug) printf(" - %f\n", error); // save the start and end start = a; end = b; return error; } #endif } // namespace squish