9e881f28d1
Fix DXT5n compressor.
502 lines
13 KiB
C++
502 lines
13 KiB
C++
// This code is in the public domain -- castanyo@yahoo.es
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#include "ColorBlock.h"
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#include "Image.h"
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#include "nvmath/Box.h"
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#include "nvcore/Utils.h" // swap
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using namespace nv;
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namespace {
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// Get approximate luminance.
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inline static uint colorLuminance(Color32 c)
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{
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return c.r + c.g + c.b;
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}
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// Get the euclidean distance between the given colors.
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inline static uint colorDistance(Color32 c0, Color32 c1)
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{
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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);
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}
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} // namespace`
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/// Default constructor.
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ColorBlock::ColorBlock()
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{
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}
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/// Init the color block from an array of colors.
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ColorBlock::ColorBlock(const uint * linearImage)
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{
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for(uint i = 0; i < 16; i++) {
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color(i) = Color32(linearImage[i]);
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}
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}
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/// Init the color block with the contents of the given block.
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ColorBlock::ColorBlock(const ColorBlock & block)
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{
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for(uint i = 0; i < 16; i++) {
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color(i) = block.color(i);
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}
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}
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/// Initialize this color block.
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ColorBlock::ColorBlock(const Image * img, uint x, uint y)
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{
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init(img, x, y);
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}
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void ColorBlock::init(const Image * img, uint x, uint y)
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{
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init(img->width(), img->height(), (const uint *)img->pixels(), x, y);
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}
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void ColorBlock::init(uint w, uint h, const uint * data, uint x, uint y)
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{
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nvDebugCheck(data != NULL);
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const uint bw = min(w - x, 4U);
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const uint bh = min(h - y, 4U);
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nvDebugCheck(bw != 0 && bh != 0);
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// Blocks that are smaller than 4x4 are handled by repeating the pixels.
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// @@ Thats only correct when block size is 1, 2 or 4, but not with 3. :(
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// @@ Ideally we should zero the weights of the pixels out of range.
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for (uint i = 0; i < 4; i++)
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{
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const int by = i % bh;
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for (uint e = 0; e < 4; e++)
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{
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const int bx = e % bw;
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const uint idx = (y + by) * w + x + bx;
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color(e, i).u = data[idx];
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}
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}
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}
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void ColorBlock::init(uint w, uint h, const float * data, uint x, uint y)
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{
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nvDebugCheck(data != NULL);
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const uint bw = min(w - x, 4U);
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const uint bh = min(h - y, 4U);
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nvDebugCheck(bw != 0 && bh != 0);
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// Blocks that are smaller than 4x4 are handled by repeating the pixels.
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// @@ Thats only correct when block size is 1, 2 or 4, but not with 3. :(
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// @@ Ideally we should zero the weights of the pixels out of range.
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uint srcPlane = w * h;
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for (uint i = 0; i < 4; i++)
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{
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const uint by = i % bh;
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for (uint e = 0; e < 4; e++)
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{
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const uint bx = e % bw;
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const uint idx = ((y + by) * w + x + bx);
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Color32 & c = color(e, i);
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c.r = uint8(255 * clamp(data[idx + 0 * srcPlane], 0.0f, 1.0f)); // @@ Is this the right way to quantize floats to bytes?
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c.g = uint8(255 * clamp(data[idx + 1 * srcPlane], 0.0f, 1.0f));
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c.b = uint8(255 * clamp(data[idx + 2 * srcPlane], 0.0f, 1.0f));
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c.a = uint8(255 * clamp(data[idx + 3 * srcPlane], 0.0f, 1.0f));
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}
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}
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}
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static inline uint8 component(Color32 c, uint i)
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{
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if (i == 0) return c.r;
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if (i == 1) return c.g;
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if (i == 2) return c.b;
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if (i == 3) return c.a;
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if (i == 4) return 0xFF;
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return 0;
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}
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void ColorBlock::swizzle(uint x, uint y, uint z, uint w)
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{
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for (int i = 0; i < 16; i++)
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{
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Color32 c = m_color[i];
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m_color[i].r = component(c, x);
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m_color[i].g = component(c, y);
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m_color[i].b = component(c, z);
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m_color[i].a = component(c, w);
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}
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}
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/// Returns true if the block has a single color.
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bool ColorBlock::isSingleColor(Color32 mask/*= Color32(0xFF, 0xFF, 0xFF, 0x00)*/) const
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{
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uint u = m_color[0].u & mask.u;
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for (int i = 1; i < 16; i++)
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{
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if (u != (m_color[i].u & mask.u))
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{
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return false;
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}
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}
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return true;
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}
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/*
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/// Returns true if the block has a single color, ignoring transparent pixels.
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bool ColorBlock::isSingleColorNoAlpha() const
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{
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Color32 c;
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int i;
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for(i = 0; i < 16; i++)
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{
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if (m_color[i].a != 0) c = m_color[i];
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}
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Color32 mask(0xFF, 0xFF, 0xFF, 0x00);
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uint u = c.u & mask.u;
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for(; i < 16; i++)
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{
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if (u != (m_color[i].u & mask.u))
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{
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return false;
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}
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}
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return true;
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}
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*/
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/// Count number of unique colors in this color block.
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/*uint ColorBlock::countUniqueColors() const
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{
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uint count = 0;
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// @@ This does not have to be o(n^2)
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for(int i = 0; i < 16; i++)
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{
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bool unique = true;
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for(int j = 0; j < i; j++) {
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if( m_color[i] != m_color[j] ) {
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unique = false;
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}
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}
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if( unique ) {
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count++;
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}
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}
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return count;
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}*/
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/*/// Get average color of the block.
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Color32 ColorBlock::averageColor() const
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{
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uint r, g, b, a;
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r = g = b = a = 0;
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for(uint i = 0; i < 16; i++) {
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r += m_color[i].r;
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g += m_color[i].g;
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b += m_color[i].b;
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a += m_color[i].a;
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}
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return Color32(uint8(r / 16), uint8(g / 16), uint8(b / 16), uint8(a / 16));
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}*/
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/// Return true if the block is not fully opaque.
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bool ColorBlock::hasAlpha() const
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{
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for (uint i = 0; i < 16; i++)
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{
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if (m_color[i].a != 255) return true;
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}
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return false;
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}
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#if 0
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/// Get diameter color range.
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void ColorBlock::diameterRange(Color32 * start, Color32 * end) const
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{
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nvDebugCheck(start != NULL);
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nvDebugCheck(end != NULL);
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Color32 c0, c1;
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uint best_dist = 0;
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for(int i = 0; i < 16; i++) {
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for (int j = i+1; j < 16; j++) {
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uint dist = colorDistance(m_color[i], m_color[j]);
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if( dist > best_dist ) {
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best_dist = dist;
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c0 = m_color[i];
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c1 = m_color[j];
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}
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}
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}
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*start = c0;
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*end = c1;
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}
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/// Get luminance color range.
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void ColorBlock::luminanceRange(Color32 * start, Color32 * end) const
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{
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nvDebugCheck(start != NULL);
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nvDebugCheck(end != NULL);
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Color32 minColor, maxColor;
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uint minLuminance, maxLuminance;
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maxLuminance = minLuminance = colorLuminance(m_color[0]);
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for(uint i = 1; i < 16; i++)
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{
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uint luminance = colorLuminance(m_color[i]);
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if (luminance > maxLuminance) {
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maxLuminance = luminance;
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maxColor = m_color[i];
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}
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else if (luminance < minLuminance) {
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minLuminance = luminance;
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minColor = m_color[i];
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}
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}
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*start = minColor;
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*end = maxColor;
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}
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/// Get color range based on the bounding box.
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void ColorBlock::boundsRange(Color32 * start, Color32 * end) const
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{
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nvDebugCheck(start != NULL);
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nvDebugCheck(end != NULL);
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Color32 minColor(255, 255, 255);
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Color32 maxColor(0, 0, 0);
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for(uint i = 0; i < 16; i++)
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{
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if (m_color[i].r < minColor.r) { minColor.r = m_color[i].r; }
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if (m_color[i].g < minColor.g) { minColor.g = m_color[i].g; }
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if (m_color[i].b < minColor.b) { minColor.b = m_color[i].b; }
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if (m_color[i].r > maxColor.r) { maxColor.r = m_color[i].r; }
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if (m_color[i].g > maxColor.g) { maxColor.g = m_color[i].g; }
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if (m_color[i].b > maxColor.b) { maxColor.b = m_color[i].b; }
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}
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// Offset range by 1/16 of the extents
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Color32 inset;
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inset.r = (maxColor.r - minColor.r) >> 4;
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inset.g = (maxColor.g - minColor.g) >> 4;
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inset.b = (maxColor.b - minColor.b) >> 4;
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minColor.r = (minColor.r + inset.r <= 255) ? minColor.r + inset.r : 255;
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minColor.g = (minColor.g + inset.g <= 255) ? minColor.g + inset.g : 255;
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minColor.b = (minColor.b + inset.b <= 255) ? minColor.b + inset.b : 255;
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maxColor.r = (maxColor.r >= inset.r) ? maxColor.r - inset.r : 0;
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maxColor.g = (maxColor.g >= inset.g) ? maxColor.g - inset.g : 0;
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maxColor.b = (maxColor.b >= inset.b) ? maxColor.b - inset.b : 0;
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*start = minColor;
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*end = maxColor;
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}
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/// Get color range based on the bounding box.
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void ColorBlock::boundsRangeAlpha(Color32 * start, Color32 * end) const
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{
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nvDebugCheck(start != NULL);
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nvDebugCheck(end != NULL);
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Color32 minColor(255, 255, 255, 255);
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Color32 maxColor(0, 0, 0, 0);
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for(uint i = 0; i < 16; i++)
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{
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if (m_color[i].r < minColor.r) { minColor.r = m_color[i].r; }
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if (m_color[i].g < minColor.g) { minColor.g = m_color[i].g; }
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if (m_color[i].b < minColor.b) { minColor.b = m_color[i].b; }
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if (m_color[i].a < minColor.a) { minColor.a = m_color[i].a; }
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if (m_color[i].r > maxColor.r) { maxColor.r = m_color[i].r; }
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if (m_color[i].g > maxColor.g) { maxColor.g = m_color[i].g; }
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if (m_color[i].b > maxColor.b) { maxColor.b = m_color[i].b; }
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if (m_color[i].a > maxColor.a) { maxColor.a = m_color[i].a; }
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}
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// Offset range by 1/16 of the extents
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Color32 inset;
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inset.r = (maxColor.r - minColor.r) >> 4;
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inset.g = (maxColor.g - minColor.g) >> 4;
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inset.b = (maxColor.b - minColor.b) >> 4;
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inset.a = (maxColor.a - minColor.a) >> 4;
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minColor.r = (minColor.r + inset.r <= 255) ? minColor.r + inset.r : 255;
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minColor.g = (minColor.g + inset.g <= 255) ? minColor.g + inset.g : 255;
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minColor.b = (minColor.b + inset.b <= 255) ? minColor.b + inset.b : 255;
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minColor.a = (minColor.a + inset.a <= 255) ? minColor.a + inset.a : 255;
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maxColor.r = (maxColor.r >= inset.r) ? maxColor.r - inset.r : 0;
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maxColor.g = (maxColor.g >= inset.g) ? maxColor.g - inset.g : 0;
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maxColor.b = (maxColor.b >= inset.b) ? maxColor.b - inset.b : 0;
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maxColor.a = (maxColor.a >= inset.a) ? maxColor.a - inset.a : 0;
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*start = minColor;
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*end = maxColor;
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}
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#endif
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/*/// Sort colors by abosolute value in their 16 bit representation.
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void ColorBlock::sortColorsByAbsoluteValue()
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{
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// Dummy selection sort.
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for( uint a = 0; a < 16; a++ ) {
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uint max = a;
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Color16 cmax(m_color[a]);
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for( uint b = a+1; b < 16; b++ ) {
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Color16 cb(m_color[b]);
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if( cb.u > cmax.u ) {
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max = b;
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cmax = cb;
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}
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}
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swap( m_color[a], m_color[max] );
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}
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}*/
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/*/// Find extreme colors in the given axis.
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void ColorBlock::computeRange(Vector3::Arg axis, Color32 * start, Color32 * end) const
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{
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nvDebugCheck(start != NULL);
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nvDebugCheck(end != NULL);
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int mini, maxi;
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mini = maxi = 0;
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float min, max;
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min = max = dot(Vector3(m_color[0].r, m_color[0].g, m_color[0].b), axis);
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for(uint i = 1; i < 16; i++)
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{
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const Vector3 vec(m_color[i].r, m_color[i].g, m_color[i].b);
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float val = dot(vec, axis);
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if( val < min ) {
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mini = i;
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min = val;
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}
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else if( val > max ) {
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maxi = i;
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max = val;
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}
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}
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*start = m_color[mini];
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*end = m_color[maxi];
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}*/
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/*/// Sort colors in the given axis.
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void ColorBlock::sortColors(const Vector3 & axis)
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{
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float luma_array[16];
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for(uint i = 0; i < 16; i++) {
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const Vector3 vec(m_color[i].r, m_color[i].g, m_color[i].b);
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luma_array[i] = dot(vec, axis);
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}
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// Dummy selection sort.
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for( uint a = 0; a < 16; a++ ) {
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uint min = a;
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for( uint b = a+1; b < 16; b++ ) {
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if( luma_array[b] < luma_array[min] ) {
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min = b;
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}
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}
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swap( luma_array[a], luma_array[min] );
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swap( m_color[a], m_color[min] );
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}
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}*/
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/*/// Get the volume of the color block.
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float ColorBlock::volume() const
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{
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Box bounds;
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bounds.clearBounds();
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for(int i = 0; i < 16; i++) {
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const Vector3 point(m_color[i].r, m_color[i].g, m_color[i].b);
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bounds.addPointToBounds(point);
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}
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return bounds.volume();
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}*/
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void FloatColorBlock::init(const Image * img, uint x, uint y)
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{
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w = min(4U, img->width() - x);
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h = min(4U, img->height() - y);
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nvDebugCheck(w != 0 && h != 0);
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// Blocks that are smaller than 4x4 are handled by repeating the pixels.
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// @@ Thats only correct when block size is 1, 2 or 4, but not with 3. :(
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// @@ Ideally we should zero the weights of the pixels out of range.
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uint srcPlane = w * h;
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for (uint i = 0; i < 4; i++)
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{
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const uint by = i % h;
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for (uint e = 0; e < 4; e++)
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{
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const uint bx = e % w;
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Color32 c = img->pixel(x+bx, y+by);
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Vector4 & v = color(e, i);
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v.x = c.r / 255.0f;
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v.y = c.g / 255.0f;
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v.z = c.b / 255.0f;
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v.w = c.a / 255.0f;
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}
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}
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}
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void FloatColorBlock::init(const FloatImage * img, uint x, uint y)
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{
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}
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void FloatColorBlock::init(const uint * data, uint w, uint h, uint x, uint y)
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{
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}
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void FloatColorBlock::init(const float * data, uint w, uint h, uint x, uint y)
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{
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}
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