// This code is in the public domain -- castanyo@yahoo.es #include #include #include using namespace nv; namespace { // Get approximate luminance. inline static uint colorLuminance(Color32 c) { return c.r + c.g + c.b; } // Get the euclidean distance between the given colors. inline static uint colorDistance(Color32 c0, Color32 c1) { return (c0.r - c1.r) * (c0.r - c1.r) + (c0.g - c1.g) * (c0.g - c1.g) + (c0.b - c1.b) * (c0.b - c1.b); } } // namespace` /// Default constructor. ColorBlock::ColorBlock() { } /// Init the color block from an array of colors. ColorBlock::ColorBlock(const uint * linearImage) { for(uint i = 0; i < 16; i++) { color(i) = Color32(linearImage[i]); } } /// Init the color block with the contents of the given block. ColorBlock::ColorBlock(const ColorBlock & block) { for(uint i = 0; i < 16; i++) { color(i) = block.color(i); } } /// Initialize this color block. ColorBlock::ColorBlock(const Image * img, uint x, uint y) { init(img, x, y); } void ColorBlock::init(const Image * img, uint x, uint y) { nvDebugCheck(img != NULL); const uint bw = min(img->width() - x, 4U); const uint bh = min(img->height() - y, 4U); nvDebugCheck(bw != 0); nvDebugCheck(bh != 0); static int remainder[] = { 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 2, 0, 0, 1, 2, 3, }; // Blocks that are smaller than 4x4 are handled by repeating the pixels. // @@ Thats only correct when block size is 1, 2 or 4, but not with 3. :( for(uint i = 0; i < 4; i++) { //const int by = i % bh; const int by = remainder[(bh - 1) * 4 + i]; for(uint e = 0; e < 4; e++) { //const int bx = e % bw; const int bx = remainder[(bw - 1) * 4 + e]; color(e, i) = img->pixel(x + bx, y + by); } } } void ColorBlock::swizzleDXT5n() { for(int i = 0; i < 16; i++) { Color32 c = m_color[i]; m_color[i] = Color32(0xFF, c.g, 0, c.r); } } void ColorBlock::splatX() { for(int i = 0; i < 16; i++) { uint8 x = m_color[i].r; m_color[i] = Color32(x, x, x, x); } } void ColorBlock::splatY() { for(int i = 0; i < 16; i++) { uint8 y = m_color[i].g; m_color[i] = Color32(y, y, y, y); } } /// Returns true if the block has a single color. bool ColorBlock::isSingleColor() const { Color32 mask(0xFF, 0xFF, 0xFF, 0x00); uint u = m_color[0].u & mask.u; for (int i = 1; i < 16; i++) { if (u != (m_color[i].u & mask.u)) { return false; } } return true; } /// Count number of unique colors in this color block. uint ColorBlock::countUniqueColors() const { uint count = 0; // @@ This does not have to be o(n^2) for(int i = 0; i < 16; i++) { bool unique = true; for(int j = 0; j < i; j++) { if( m_color[i] != m_color[j] ) { unique = false; } } if( unique ) { count++; } } return count; } /// Get average color of the block. Color32 ColorBlock::averageColor() const { uint r, g, b, a; r = g = b = a = 0; for(uint i = 0; i < 16; i++) { r += m_color[i].r; g += m_color[i].g; b += m_color[i].b; a += m_color[i].a; } return Color32(uint8(r / 16), uint8(g / 16), uint8(b / 16), uint8(a / 16)); } /// Return true if the block is not fully opaque. bool ColorBlock::hasAlpha() const { for (uint i = 0; i < 16; i++) { if (m_color[i].a != 255) return true; } return false; } /// Get diameter color range. void ColorBlock::diameterRange(Color32 * start, Color32 * end) const { nvDebugCheck(start != NULL); nvDebugCheck(end != NULL); Color32 c0, c1; uint best_dist = 0; for(int i = 0; i < 16; i++) { for (int j = i+1; j < 16; j++) { uint dist = colorDistance(m_color[i], m_color[j]); if( dist > best_dist ) { best_dist = dist; c0 = m_color[i]; c1 = m_color[j]; } } } *start = c0; *end = c1; } /// Get luminance color range. void ColorBlock::luminanceRange(Color32 * start, Color32 * end) const { nvDebugCheck(start != NULL); nvDebugCheck(end != NULL); Color32 minColor, maxColor; uint minLuminance, maxLuminance; maxLuminance = minLuminance = colorLuminance(m_color[0]); for(uint i = 1; i < 16; i++) { uint luminance = colorLuminance(m_color[i]); if (luminance > maxLuminance) { maxLuminance = luminance; maxColor = m_color[i]; } else if (luminance < minLuminance) { minLuminance = luminance; minColor = m_color[i]; } } *start = minColor; *end = maxColor; } /// Get color range based on the bounding box. void ColorBlock::boundsRange(Color32 * start, Color32 * end) const { nvDebugCheck(start != NULL); nvDebugCheck(end != NULL); Color32 minColor(255, 255, 255); Color32 maxColor(0, 0, 0); for(uint i = 0; i < 16; i++) { if (m_color[i].r < minColor.r) { minColor.r = m_color[i].r; } if (m_color[i].g < minColor.g) { minColor.g = m_color[i].g; } if (m_color[i].b < minColor.b) { minColor.b = m_color[i].b; } if (m_color[i].r > maxColor.r) { maxColor.r = m_color[i].r; } if (m_color[i].g > maxColor.g) { maxColor.g = m_color[i].g; } if (m_color[i].b > maxColor.b) { maxColor.b = m_color[i].b; } } // Offset range by 1/16 of the extents Color32 inset; inset.r = (maxColor.r - minColor.r) >> 4; inset.g = (maxColor.g - minColor.g) >> 4; inset.b = (maxColor.b - minColor.b) >> 4; minColor.r = (minColor.r + inset.r <= 255) ? minColor.r + inset.r : 255; minColor.g = (minColor.g + inset.g <= 255) ? minColor.g + inset.g : 255; minColor.b = (minColor.b + inset.b <= 255) ? minColor.b + inset.b : 255; maxColor.r = (maxColor.r >= inset.r) ? maxColor.r - inset.r : 0; maxColor.g = (maxColor.g >= inset.g) ? maxColor.g - inset.g : 0; maxColor.b = (maxColor.b >= inset.b) ? maxColor.b - inset.b : 0; *start = minColor; *end = maxColor; } /// Get color range based on the bounding box. void ColorBlock::boundsRangeAlpha(Color32 * start, Color32 * end) const { nvDebugCheck(start != NULL); nvDebugCheck(end != NULL); Color32 minColor(255, 255, 255, 255); Color32 maxColor(0, 0, 0, 0); for(uint i = 0; i < 16; i++) { if (m_color[i].r < minColor.r) { minColor.r = m_color[i].r; } if (m_color[i].g < minColor.g) { minColor.g = m_color[i].g; } if (m_color[i].b < minColor.b) { minColor.b = m_color[i].b; } if (m_color[i].a < minColor.a) { minColor.a = m_color[i].a; } if (m_color[i].r > maxColor.r) { maxColor.r = m_color[i].r; } if (m_color[i].g > maxColor.g) { maxColor.g = m_color[i].g; } if (m_color[i].b > maxColor.b) { maxColor.b = m_color[i].b; } if (m_color[i].a > maxColor.a) { maxColor.a = m_color[i].a; } } // Offset range by 1/16 of the extents Color32 inset; inset.r = (maxColor.r - minColor.r) >> 4; inset.g = (maxColor.g - minColor.g) >> 4; inset.b = (maxColor.b - minColor.b) >> 4; inset.a = (maxColor.a - minColor.a) >> 4; minColor.r = (minColor.r + inset.r <= 255) ? minColor.r + inset.r : 255; minColor.g = (minColor.g + inset.g <= 255) ? minColor.g + inset.g : 255; minColor.b = (minColor.b + inset.b <= 255) ? minColor.b + inset.b : 255; minColor.a = (minColor.a + inset.a <= 255) ? minColor.a + inset.a : 255; maxColor.r = (maxColor.r >= inset.r) ? maxColor.r - inset.r : 0; maxColor.g = (maxColor.g >= inset.g) ? maxColor.g - inset.g : 0; maxColor.b = (maxColor.b >= inset.b) ? maxColor.b - inset.b : 0; maxColor.a = (maxColor.a >= inset.a) ? maxColor.a - inset.a : 0; *start = minColor; *end = maxColor; } /// Sort colors by abosolute value in their 16 bit representation. void ColorBlock::sortColorsByAbsoluteValue() { // Dummy selection sort. for( uint a = 0; a < 16; a++ ) { uint max = a; Color16 cmax(m_color[a]); for( uint b = a+1; b < 16; b++ ) { Color16 cb(m_color[b]); if( cb.u > cmax.u ) { max = b; cmax = cb; } } swap( m_color[a], m_color[max] ); } } /// Find extreme colors in the given axis. void ColorBlock::computeRange(Vector3::Arg axis, Color32 * start, Color32 * end) const { nvDebugCheck(start != NULL); nvDebugCheck(end != NULL); int mini, maxi; mini = maxi = 0; float min, max; min = max = dot(Vector3(m_color[0].r, m_color[0].g, m_color[0].b), axis); for(uint i = 1; i < 16; i++) { const Vector3 vec(m_color[i].r, m_color[i].g, m_color[i].b); float val = dot(vec, axis); if( val < min ) { mini = i; min = val; } else if( val > max ) { maxi = i; max = val; } } *start = m_color[mini]; *end = m_color[maxi]; } /// Sort colors in the given axis. void ColorBlock::sortColors(const Vector3 & axis) { float luma_array[16]; for(uint i = 0; i < 16; i++) { const Vector3 vec(m_color[i].r, m_color[i].g, m_color[i].b); luma_array[i] = dot(vec, axis); } // Dummy selection sort. for( uint a = 0; a < 16; a++ ) { uint min = a; for( uint b = a+1; b < 16; b++ ) { if( luma_array[b] < luma_array[min] ) { min = b; } } swap( luma_array[a], luma_array[min] ); swap( m_color[a], m_color[min] ); } } /// Get the volume of the color block. float ColorBlock::volume() const { Box bounds; bounds.clearBounds(); for(int i = 0; i < 16; i++) { const Vector3 point(m_color[i].r, m_color[i].g, m_color[i].b); bounds.addPointToBounds(point); } return bounds.volume(); }