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nvidia-texture-tools/src/nvimage/ColorBlock.cpp

727 lines
18 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#include "ColorBlock.h"
#include "nvmath/Box.h"
#include "nvmath/Vector.inl"
#include "nvmath/ftoi.h"
#include "nvcore/Utils.h" // swap
#include <string.h> // memcpy
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);
}
}
void ColorBlock::init(uint w, uint h, const uint * data, uint x, uint y)
{
nvDebugCheck(data != NULL);
const uint bw = min(w - x, 4U);
const uint bh = min(h - y, 4U);
nvDebugCheck(bw != 0 && bh != 0);
// 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. :(
// @@ Ideally we should zero the weights of the pixels out of range.
for (uint i = 0; i < 4; i++)
{
const int by = i % bh;
for (uint e = 0; e < 4; e++)
{
const int bx = e % bw;
const uint idx = (y + by) * w + x + bx;
color(e, i).u = data[idx];
}
}
}
void ColorBlock::init(uint w, uint h, const float * data, uint x, uint y)
{
nvDebugCheck(data != NULL);
const uint bw = min(w - x, 4U);
const uint bh = min(h - y, 4U);
nvDebugCheck(bw != 0 && bh != 0);
// 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. :(
// @@ Ideally we should zero the weights of the pixels out of range.
uint srcPlane = w * h;
for (uint i = 0; i < 4; i++)
{
const uint by = i % bh;
for (uint e = 0; e < 4; e++)
{
const uint bx = e % bw;
const uint idx = ((y + by) * w + x + bx);
Color32 & c = color(e, i);
c.r = uint8(255 * clamp(data[idx + 0 * srcPlane], 0.0f, 1.0f)); // @@ Is this the right way to quantize floats to bytes?
c.g = uint8(255 * clamp(data[idx + 1 * srcPlane], 0.0f, 1.0f));
c.b = uint8(255 * clamp(data[idx + 2 * srcPlane], 0.0f, 1.0f));
c.a = uint8(255 * clamp(data[idx + 3 * srcPlane], 0.0f, 1.0f));
}
}
}
static inline uint8 component(Color32 c, uint i)
{
if (i == 0) return c.r;
if (i == 1) return c.g;
if (i == 2) return c.b;
if (i == 3) return c.a;
if (i == 4) return 0xFF;
return 0;
}
void ColorBlock::swizzle(uint x, uint y, uint z, uint w)
{
for (int i = 0; i < 16; i++)
{
Color32 c = m_color[i];
m_color[i].r = component(c, x);
m_color[i].g = component(c, y);
m_color[i].b = component(c, z);
m_color[i].a = component(c, w);
}
}
/// Returns true if the block has a single color.
bool ColorBlock::isSingleColor(Color32 mask/*= Color32(0xFF, 0xFF, 0xFF, 0x00)*/) const
{
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;
}
/*
/// Returns true if the block has a single color, ignoring transparent pixels.
bool ColorBlock::isSingleColorNoAlpha() const
{
Color32 c;
int i;
for(i = 0; i < 16; i++)
{
if (m_color[i].a != 0) c = m_color[i];
}
Color32 mask(0xFF, 0xFF, 0xFF, 0x00);
uint u = c.u & mask.u;
for(; 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;
}
#if 0
/// 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;
}
#endif
/*/// 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();
}*/
#if 0
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);
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);
allocate(block_w, block_h);
const float * r = data + img_w * img_h * 0;
const float * g = data + img_w * img_h * 1;
const float * b = data + img_w * img_h * 2;
const float * a = data + img_w * img_h * 3;
// Set colors.
for (uint y = 0, i = 0; y < block_h; y++)
{
for (uint x = 0; x < block_w; x++, i++)
{
uint idx = x + img_x + (y + img_y) * img_w;
colors[i].x = r[idx];
colors[i].y = g[idx];
colors[i].z = b[idx];
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::setColors(const Vector3 colors[16], const float weights[16])
{
}
void ColorSet::setColors(const Vector4 colors[16], const float weights[16])
{
}
void ColorSet::setAlphaWeights()
{
for (uint i = 0; i < colorCount; i++)
{
//weights[i] = max(colors[i].w, 0.001f); // Avoid division by zero.
weights[i] = max(colors[i].w, 0.0f);
}
}
void ColorSet::setUniformWeights()
{
for (uint i = 0; i < colorCount; i++)
{
weights[i] = 1.0f;
}
}
// @@ Handle complex blocks (not 4x4).
void ColorSet::createMinimalSet(bool ignoreTransparent)
{
nvDebugCheck(indexCount == 16);
nvDebugCheck(colorCount <= 16);
Vector4 C[16];
float W[16];
memcpy(C, colors, sizeof(Vector4)*colorCount);
memcpy(W, weights, sizeof(float)*colorCount);
uint n = 0;
for (uint i = 0; i < indexCount; i++)
{
if (indices[i] < 0) {
continue;
}
Vector4 ci = C[indices[i]];
float wi = W[indices[i]];
if (ignoreTransparent && wi == 0) {
indices[i] = -1;
continue;
}
// 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) {
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); // Fully transparent blocks are OK.
for (uint i = n; i < colorCount; i++) {
colors[i] = Vector4(0);
weights[i] = 0;
}
colorCount = n;
// Avoid empty blocks.
if (colorCount == 0) {
colorCount = 1;
indices[0] = 0;
//colors[0] = Vector4(0);
weights[0] = 1;
}
}
// Fill blocks that are smaller than (4,4) by wrapping indices.
void ColorSet::wrapIndices()
{
for (uint y = h; y < 4; y++)
{
uint base = (y % h) * w;
for (uint x = w; x < 4; x++)
{
indices[y*4+3] = indices[base + (x % w)];
}
}
}
bool ColorSet::isSingleColor(bool ignoreAlpha) const
{
Vector4 v = colors[0];
if (ignoreAlpha) v.w = 1.0f;
for (uint i = 1; i < colorCount; i++)
{
Vector4 c = colors[i];
if (ignoreAlpha) c.w = 1.0f;
if (v != c) {
return false;
}
}
return true;
}
// 0=r, 1=g, 2=b, 3=a, 4=0xFF, 5=0
static inline float component(Vector4::Arg c, uint i)
{
if (i == 0) return c.x;
if (i == 1) return c.y;
if (i == 2) return c.z;
if (i == 3) return c.w;
if (i == 4) return 0xFF;
return 0;
}
void ColorSet::swizzle(uint x, uint y, uint z, uint w)
{
for (uint i = 0; i < colorCount; i++)
{
Vector4 c = colors[i];
colors[i].x = component(c, x);
colors[i].y = component(c, y);
colors[i].z = component(c, z);
colors[i].w = component(c, w);
}
}
bool ColorSet::hasAlpha() const
{
for (uint i = 0; i < colorCount; i++)
{
if (colors[i].w != 0.0f) return true;
}
return false;
}
#endif // 0
void AlphaBlock4x4::init(uint8 a)
{
for (int i = 0; i < 16; i++) {
alpha[i] = a;
weights[i] = 1.0f;
}
}
void AlphaBlock4x4::init(const ColorBlock & src, uint channel)
{
nvCheck(channel >= 0 && channel < 4);
// Colors are in BGRA format.
if (channel == 0) channel = 2;
else if (channel == 2) channel = 0;
for (int i = 0; i < 16; i++) {
alpha[i] = src.color(i).component[channel];
weights[i] = 1.0f;
}
}
/*void AlphaBlock4x4::init(const ColorSet & src, uint channel)
{
nvCheck(channel >= 0 && channel < 4);
for (int i = 0; i < 16; i++) {
float f = src.color(i).component[channel];
alpha[i] = unitFloatToFixed8(f);
weights[i] = 1.0f;
}
}
void AlphaBlock4x4::initMaxRGB(const ColorSet & src, float threshold)
{
for (int i = 0; i < 16; i++) {
float x = src.color(i).x;
float y = src.color(i).y;
float z = src.color(i).z;
alpha[i] = unitFloatToFixed8(max(max(x, y), max(z, threshold)));
weights[i] = 1.0f;
}
}*/
/*void AlphaBlock4x4::initWeights(const ColorSet & src)
{
for (int i = 0; i < 16; i++) {
weights[i] = src.weight(i);
}
}*/