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

161 lines
4.3 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_IMAGE_COLORBLOCK_H
#define NV_IMAGE_COLORBLOCK_H
#include "nvmath/Color.h"
#include "nvmath/Vector.h"
namespace nv
{
class Image;
class FloatImage;
/// Uncompressed 4x4 color block.
struct ColorBlock
{
ColorBlock();
ColorBlock(const uint * linearImage);
ColorBlock(const ColorBlock & block);
ColorBlock(const Image * img, uint x, uint y);
void init(const Image * img, uint x, uint y);
void init(uint w, uint h, const uint * data, uint x, uint y);
void init(uint w, uint h, const float * data, uint x, uint y);
void swizzle(uint x, uint y, uint z, uint w); // 0=r, 1=g, 2=b, 3=a, 4=0xFF, 5=0
bool isSingleColor(Color32 mask = Color32(0xFF, 0xFF, 0xFF, 0x00)) const;
bool hasAlpha() const;
// Accessors
const Color32 * colors() const;
Color32 color(uint i) const;
Color32 & color(uint i);
Color32 color(uint x, uint y) const;
Color32 & color(uint x, uint y);
private:
Color32 m_color[4*4];
};
/// Get pointer to block colors.
inline const Color32 * ColorBlock::colors() const
{
return m_color;
}
/// Get block color.
inline Color32 ColorBlock::color(uint i) const
{
nvDebugCheck(i < 16);
return m_color[i];
}
/// Get block color.
inline Color32 & ColorBlock::color(uint i)
{
nvDebugCheck(i < 16);
return m_color[i];
}
/// Get block color.
inline Color32 ColorBlock::color(uint x, uint y) const
{
nvDebugCheck(x < 4 && y < 4);
return m_color[y * 4 + x];
}
/// Get block color.
inline Color32 & ColorBlock::color(uint x, uint y)
{
nvDebugCheck(x < 4 && y < 4);
return m_color[y * 4 + x];
}
struct ColorSet
{
ColorSet() : colorCount(0), indexCount(0), w(0), h(0) {}
//~ColorSet() {}
void allocate(uint w, uint h);
void setColors(const float * data, uint img_w, uint img_h, uint img_x, uint img_y);
void setColors(const Vector3 colors[16], const float weights[16]);
void setColors(const Vector4 colors[16], const float weights[16]);
void setAlphaWeights();
void setUniformWeights();
void createMinimalSet(bool ignoreTransparent);
void wrapIndices();
void swizzle(uint x, uint y, uint z, uint w); // 0=r, 1=g, 2=b, 3=a, 4=0xFF, 5=0
bool isSingleColor(bool ignoreAlpha) const;
bool hasAlpha() const;
// These methods require indices to be set:
Vector4 color(uint x, uint y) const { nvDebugCheck(x < w && y < h); return colors[indices[y * 4 + x]]; }
Vector4 & color(uint x, uint y) { nvDebugCheck(x < w && y < h); return colors[indices[y * 4 + x]]; }
Vector4 color(uint i) const { nvDebugCheck(i < indexCount); return colors[indices[i]]; }
Vector4 & color(uint i) { nvDebugCheck(i < indexCount); return colors[indices[i]]; }
float weight(uint i) const { nvDebugCheck(i < indexCount); return weights[indices[i]]; }
bool isValidIndex(uint i) const { return i < indexCount && indices[i] >= 0; }
uint colorCount;
uint indexCount; // Fixed to 16
uint w, h; // Fixed to 4x4
// Allocate color set dynamically and add support for sets larger than 4x4.
Vector4 colors[16];
float weights[16]; // @@ Add mask to indicate what color components are weighted?
int indices[16];
};
/// Uncompressed 4x4 alpha block.
struct AlphaBlock4x4
{
void init(uint8 value);
void init(const ColorBlock & src, uint channel);
void init(const ColorSet & src, uint channel);
void initMaxRGB(const ColorSet & src, float threshold);
void initWeights(const ColorSet & src);
uint8 alpha[4*4];
float weights[16];
};
struct FloatAlphaBlock4x4
{
float alphas[4 * 4];
float weights[4 * 4];
};
struct FloatColorBlock4x4
{
Vector4 colors[4 * 4];
float weights[4 * 4];
};
} // nv namespace
#endif // NV_IMAGE_COLORBLOCK_H