nillerusr
2 years ago
3 changed files with 111 additions and 679 deletions
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// stb_dxt.h - v1.04 - DXT1/DXT5 compressor - public domain
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// original by fabian "ryg" giesen - ported to C by stb
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// use '#define STB_DXT_IMPLEMENTATION' before including to create the implementation
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//
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// USAGE:
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// call stb_compress_dxt_block() for every block (you must pad)
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// source should be a 4x4 block of RGBA data in row-major order;
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// A is ignored if you specify alpha=0; you can turn on dithering
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// and "high quality" using mode.
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//
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// version history:
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// v1.04 - (ryg) default to no rounding bias for lerped colors (as per S3TC/DX10 spec);
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// single color match fix (allow for inexact color interpolation);
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// optimal DXT5 index finder; "high quality" mode that runs multiple refinement steps.
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// v1.03 - (stb) endianness support
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// v1.02 - (stb) fix alpha encoding bug
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// v1.01 - (stb) fix bug converting to RGB that messed up quality, thanks ryg & cbloom
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// v1.00 - (stb) first release
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#ifndef STB_INCLUDE_STB_DXT_H |
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#define STB_INCLUDE_STB_DXT_H |
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// compression mode (bitflags)
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#define STB_DXT_NORMAL 0 |
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#define STB_DXT_DITHER 1 // use dithering. dubious win. never use for normal maps and the like!
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#define STB_DXT_HIGHQUAL 2 // high quality mode, does two refinement steps instead of 1. ~30-40% slower.
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void stb_compress_dxt_block(unsigned char *dest, const unsigned char *src, int alpha, int mode); |
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#define STB_COMPRESS_DXT_BLOCK |
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#ifdef STB_DXT_IMPLEMENTATION |
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// configuration options for DXT encoder. set them in the project/makefile or just define
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// them at the top.
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// STB_DXT_USE_ROUNDING_BIAS
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// use a rounding bias during color interpolation. this is closer to what "ideal"
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// interpolation would do but doesn't match the S3TC/DX10 spec. old versions (pre-1.03)
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// implicitly had this turned on.
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//
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// in case you're targeting a specific type of hardware (e.g. console programmers):
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// NVidia and Intel GPUs (as of 2010) as well as DX9 ref use DXT decoders that are closer
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// to STB_DXT_USE_ROUNDING_BIAS. AMD/ATI, S3 and DX10 ref are closer to rounding with no bias.
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// you also see "(a*5 + b*3) / 8" on some old GPU designs.
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// #define STB_DXT_USE_ROUNDING_BIAS
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#include <stdlib.h> |
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#include <math.h> |
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#include <string.h> // memset |
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static unsigned char stb__Expand5[32]; |
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static unsigned char stb__Expand6[64]; |
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static unsigned char stb__OMatch5[256][2]; |
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static unsigned char stb__OMatch6[256][2]; |
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static unsigned char stb__QuantRBTab[256+16]; |
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static unsigned char stb__QuantGTab[256+16]; |
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static int stb__Mul8Bit(int a, int b) |
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{ |
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int t = a*b + 128; |
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return (t + (t >> 8)) >> 8; |
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} |
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static void stb__From16Bit(unsigned char *out, unsigned short v) |
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{ |
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int rv = (v & 0xf800) >> 11; |
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int gv = (v & 0x07e0) >> 5; |
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int bv = (v & 0x001f) >> 0; |
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out[0] = stb__Expand5[rv]; |
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out[1] = stb__Expand6[gv]; |
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out[2] = stb__Expand5[bv]; |
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out[3] = 0; |
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} |
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static unsigned short stb__As16Bit(int r, int g, int b) |
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{ |
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return (stb__Mul8Bit(r,31) << 11) + (stb__Mul8Bit(g,63) << 5) + stb__Mul8Bit(b,31); |
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} |
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// linear interpolation at 1/3 point between a and b, using desired rounding type
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static int stb__Lerp13(int a, int b) |
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{ |
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#ifdef STB_DXT_USE_ROUNDING_BIAS |
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// with rounding bias
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return a + stb__Mul8Bit(b-a, 0x55); |
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#else |
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// without rounding bias
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// replace "/ 3" by "* 0xaaab) >> 17" if your compiler sucks or you really need every ounce of speed.
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return (2*a + b) / 3; |
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#endif |
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} |
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// lerp RGB color
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static void stb__Lerp13RGB(unsigned char *out, unsigned char *p1, unsigned char *p2) |
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{ |
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out[0] = stb__Lerp13(p1[0], p2[0]); |
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out[1] = stb__Lerp13(p1[1], p2[1]); |
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out[2] = stb__Lerp13(p1[2], p2[2]); |
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} |
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/****************************************************************************/ |
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// compute table to reproduce constant colors as accurately as possible
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static void stb__PrepareOptTable(unsigned char *Table,const unsigned char *expand,int size) |
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{ |
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int i,mn,mx; |
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for (i=0;i<256;i++) { |
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int bestErr = 256; |
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for (mn=0;mn<size;mn++) { |
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for (mx=0;mx<size;mx++) { |
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int mine = expand[mn]; |
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int maxe = expand[mx]; |
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int err = abs(stb__Lerp13(maxe, mine) - i); |
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// DX10 spec says that interpolation must be within 3% of "correct" result,
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// add this as error term. (normally we'd expect a random distribution of
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// +-1.5% error, but nowhere in the spec does it say that the error has to be
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// unbiased - better safe than sorry).
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err += abs(maxe - mine) * 3 / 100; |
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if(err < bestErr) |
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{ |
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Table[i*2+0] = mx; |
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Table[i*2+1] = mn; |
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bestErr = err; |
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} |
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} |
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} |
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} |
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} |
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static void stb__EvalColors(unsigned char *color,unsigned short c0,unsigned short c1) |
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{ |
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stb__From16Bit(color+ 0, c0); |
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stb__From16Bit(color+ 4, c1); |
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stb__Lerp13RGB(color+ 8, color+0, color+4); |
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stb__Lerp13RGB(color+12, color+4, color+0); |
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} |
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// Block dithering function. Simply dithers a block to 565 RGB.
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// (Floyd-Steinberg)
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static void stb__DitherBlock(unsigned char *dest, unsigned char *block) |
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{ |
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int err[8],*ep1 = err,*ep2 = err+4, *et; |
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int ch,y; |
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// process channels seperately
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for (ch=0; ch<3; ++ch) { |
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unsigned char *bp = block+ch, *dp = dest+ch; |
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unsigned char *quant = (ch == 1) ? stb__QuantGTab+8 : stb__QuantRBTab+8; |
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memset(err, 0, sizeof(err)); |
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for(y=0; y<4; ++y) { |
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dp[ 0] = quant[bp[ 0] + ((3*ep2[1] + 5*ep2[0]) >> 4)]; |
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ep1[0] = bp[ 0] - dp[ 0]; |
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dp[ 4] = quant[bp[ 4] + ((7*ep1[0] + 3*ep2[2] + 5*ep2[1] + ep2[0]) >> 4)]; |
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ep1[1] = bp[ 4] - dp[ 4]; |
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dp[ 8] = quant[bp[ 8] + ((7*ep1[1] + 3*ep2[3] + 5*ep2[2] + ep2[1]) >> 4)]; |
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ep1[2] = bp[ 8] - dp[ 8]; |
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dp[12] = quant[bp[12] + ((7*ep1[2] + 5*ep2[3] + ep2[2]) >> 4)]; |
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ep1[3] = bp[12] - dp[12]; |
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bp += 16; |
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dp += 16; |
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et = ep1, ep1 = ep2, ep2 = et; // swap
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} |
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} |
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} |
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// The color matching function
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static unsigned int stb__MatchColorsBlock(unsigned char *block, unsigned char *color,int dither) |
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{ |
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unsigned int mask = 0; |
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int dirr = color[0*4+0] - color[1*4+0]; |
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int dirg = color[0*4+1] - color[1*4+1]; |
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int dirb = color[0*4+2] - color[1*4+2]; |
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int dots[16]; |
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int stops[4]; |
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int i; |
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int c0Point, halfPoint, c3Point; |
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for(i=0;i<16;i++) |
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dots[i] = block[i*4+0]*dirr + block[i*4+1]*dirg + block[i*4+2]*dirb; |
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for(i=0;i<4;i++) |
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stops[i] = color[i*4+0]*dirr + color[i*4+1]*dirg + color[i*4+2]*dirb; |
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// think of the colors as arranged on a line; project point onto that line, then choose
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// next color out of available ones. we compute the crossover points for "best color in top
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// half"/"best in bottom half" and then the same inside that subinterval.
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//
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// relying on this 1d approximation isn't always optimal in terms of euclidean distance,
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// but it's very close and a lot faster.
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// http://cbloomrants.blogspot.com/2008/12/12-08-08-dxtc-summary.html
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c0Point = (stops[1] + stops[3]) >> 1; |
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halfPoint = (stops[3] + stops[2]) >> 1; |
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c3Point = (stops[2] + stops[0]) >> 1; |
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if(!dither) { |
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// the version without dithering is straightforward
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for (i=15;i>=0;i--) { |
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int dot = dots[i]; |
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mask <<= 2; |
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if(dot < halfPoint) |
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mask |= (dot < c0Point) ? 1 : 3; |
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else |
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mask |= (dot < c3Point) ? 2 : 0; |
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} |
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} else { |
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// with floyd-steinberg dithering
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int err[8],*ep1 = err,*ep2 = err+4; |
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int *dp = dots, y; |
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c0Point <<= 4; |
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halfPoint <<= 4; |
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c3Point <<= 4; |
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for(i=0;i<8;i++) |
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err[i] = 0; |
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for(y=0;y<4;y++) |
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{ |
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int dot,lmask,step; |
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dot = (dp[0] << 4) + (3*ep2[1] + 5*ep2[0]); |
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if(dot < halfPoint) |
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step = (dot < c0Point) ? 1 : 3; |
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else |
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step = (dot < c3Point) ? 2 : 0; |
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ep1[0] = dp[0] - stops[step]; |
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lmask = step; |
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dot = (dp[1] << 4) + (7*ep1[0] + 3*ep2[2] + 5*ep2[1] + ep2[0]); |
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if(dot < halfPoint) |
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step = (dot < c0Point) ? 1 : 3; |
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else |
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step = (dot < c3Point) ? 2 : 0; |
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ep1[1] = dp[1] - stops[step]; |
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lmask |= step<<2; |
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dot = (dp[2] << 4) + (7*ep1[1] + 3*ep2[3] + 5*ep2[2] + ep2[1]); |
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if(dot < halfPoint) |
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step = (dot < c0Point) ? 1 : 3; |
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else |
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step = (dot < c3Point) ? 2 : 0; |
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ep1[2] = dp[2] - stops[step]; |
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lmask |= step<<4; |
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dot = (dp[3] << 4) + (7*ep1[2] + 5*ep2[3] + ep2[2]); |
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if(dot < halfPoint) |
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step = (dot < c0Point) ? 1 : 3; |
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else |
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step = (dot < c3Point) ? 2 : 0; |
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ep1[3] = dp[3] - stops[step]; |
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lmask |= step<<6; |
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dp += 4; |
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mask |= lmask << (y*8); |
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{ int *et = ep1; ep1 = ep2; ep2 = et; } // swap
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} |
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} |
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return mask; |
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} |
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// The color optimization function. (Clever code, part 1)
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static void stb__OptimizeColorsBlock(unsigned char *block, unsigned short *pmax16, unsigned short *pmin16) |
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{ |
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int mind = 0x7fffffff,maxd = -0x7fffffff; |
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unsigned char *minp, *maxp; |
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double magn; |
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int v_r,v_g,v_b; |
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static const int nIterPower = 4; |
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float covf[6],vfr,vfg,vfb; |
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// determine color distribution
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int cov[6]; |
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int mu[3],min[3],max[3]; |
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int ch,i,iter; |
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for(ch=0;ch<3;ch++) |
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{ |
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const unsigned char *bp = ((const unsigned char *) block) + ch; |
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int muv,minv,maxv; |
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muv = minv = maxv = bp[0]; |
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for(i=4;i<64;i+=4) |
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{ |
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muv += bp[i]; |
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if (bp[i] < minv) minv = bp[i]; |
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else if (bp[i] > maxv) maxv = bp[i]; |
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} |
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mu[ch] = (muv + 8) >> 4; |
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min[ch] = minv; |
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max[ch] = maxv; |
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} |
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// determine covariance matrix
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for (i=0;i<6;i++) |
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cov[i] = 0; |
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for (i=0;i<16;i++) |
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{ |
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int r = block[i*4+0] - mu[0]; |
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int g = block[i*4+1] - mu[1]; |
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int b = block[i*4+2] - mu[2]; |
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cov[0] += r*r; |
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cov[1] += r*g; |
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cov[2] += r*b; |
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cov[3] += g*g; |
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cov[4] += g*b; |
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cov[5] += b*b; |
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} |
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// convert covariance matrix to float, find principal axis via power iter
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for(i=0;i<6;i++) |
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covf[i] = cov[i] / 255.0f; |
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vfr = (float) (max[0] - min[0]); |
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vfg = (float) (max[1] - min[1]); |
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vfb = (float) (max[2] - min[2]); |
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for(iter=0;iter<nIterPower;iter++) |
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{ |
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float r = vfr*covf[0] + vfg*covf[1] + vfb*covf[2]; |
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float g = vfr*covf[1] + vfg*covf[3] + vfb*covf[4]; |
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float b = vfr*covf[2] + vfg*covf[4] + vfb*covf[5]; |
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vfr = r; |
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vfg = g; |
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vfb = b; |
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} |
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magn = fabs(vfr); |
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if (fabs(vfg) > magn) magn = fabs(vfg); |
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if (fabs(vfb) > magn) magn = fabs(vfb); |
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if(magn < 4.0f) { // too small, default to luminance
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v_r = 299; // JPEG YCbCr luma coefs, scaled by 1000.
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v_g = 587; |
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v_b = 114; |
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} else { |
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magn = 512.0 / magn; |
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v_r = (int) (vfr * magn); |
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v_g = (int) (vfg * magn); |
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v_b = (int) (vfb * magn); |
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} |
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// Pick colors at extreme points
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for(i=0;i<16;i++) |
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{ |
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int dot = block[i*4+0]*v_r + block[i*4+1]*v_g + block[i*4+2]*v_b; |
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if (dot < mind) { |
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mind = dot; |
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minp = block+i*4; |
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} |
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if (dot > maxd) { |
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maxd = dot; |
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maxp = block+i*4; |
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} |
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} |
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*pmax16 = stb__As16Bit(maxp[0],maxp[1],maxp[2]); |
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*pmin16 = stb__As16Bit(minp[0],minp[1],minp[2]); |
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} |
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static int stb__sclamp(float y, int p0, int p1) |
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{ |
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int x = (int) y; |
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if (x < p0) return p0; |
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if (x > p1) return p1; |
|
||||||
return x; |
|
||||||
} |
|
||||||
|
|
||||||
// The refinement function. (Clever code, part 2)
|
|
||||||
// Tries to optimize colors to suit block contents better.
|
|
||||||
// (By solving a least squares system via normal equations+Cramer's rule)
|
|
||||||
static int stb__RefineBlock(unsigned char *block, unsigned short *pmax16, unsigned short *pmin16, unsigned int mask) |
|
||||||
{ |
|
||||||
static const int w1Tab[4] = { 3,0,2,1 }; |
|
||||||
static const int prods[4] = { 0x090000,0x000900,0x040102,0x010402 }; |
|
||||||
// ^some magic to save a lot of multiplies in the accumulating loop...
|
|
||||||
// (precomputed products of weights for least squares system, accumulated inside one 32-bit register)
|
|
||||||
|
|
||||||
float frb,fg; |
|
||||||
unsigned short oldMin, oldMax, min16, max16; |
|
||||||
int i, akku = 0, xx,xy,yy; |
|
||||||
int At1_r,At1_g,At1_b; |
|
||||||
int At2_r,At2_g,At2_b; |
|
||||||
unsigned int cm = mask; |
|
||||||
|
|
||||||
oldMin = *pmin16; |
|
||||||
oldMax = *pmax16; |
|
||||||
|
|
||||||
if((mask ^ (mask<<2)) < 4) // all pixels have the same index?
|
|
||||||
{ |
|
||||||
// yes, linear system would be singular; solve using optimal
|
|
||||||
// single-color match on average color
|
|
||||||
int r = 8, g = 8, b = 8; |
|
||||||
for (i=0;i<16;++i) { |
|
||||||
r += block[i*4+0]; |
|
||||||
g += block[i*4+1]; |
|
||||||
b += block[i*4+2]; |
|
||||||
} |
|
||||||
|
|
||||||
r >>= 4; g >>= 4; b >>= 4; |
|
||||||
|
|
||||||
max16 = (stb__OMatch5[r][0]<<11) | (stb__OMatch6[g][0]<<5) | stb__OMatch5[b][0]; |
|
||||||
min16 = (stb__OMatch5[r][1]<<11) | (stb__OMatch6[g][1]<<5) | stb__OMatch5[b][1]; |
|
||||||
} else { |
|
||||||
At1_r = At1_g = At1_b = 0; |
|
||||||
At2_r = At2_g = At2_b = 0; |
|
||||||
for (i=0;i<16;++i,cm>>=2) { |
|
||||||
int step = cm&3; |
|
||||||
int w1 = w1Tab[step]; |
|
||||||
int r = block[i*4+0]; |
|
||||||
int g = block[i*4+1]; |
|
||||||
int b = block[i*4+2]; |
|
||||||
|
|
||||||
akku += prods[step]; |
|
||||||
At1_r += w1*r; |
|
||||||
At1_g += w1*g; |
|
||||||
At1_b += w1*b; |
|
||||||
At2_r += r; |
|
||||||
At2_g += g; |
|
||||||
At2_b += b; |
|
||||||
} |
|
||||||
|
|
||||||
At2_r = 3*At2_r - At1_r; |
|
||||||
At2_g = 3*At2_g - At1_g; |
|
||||||
At2_b = 3*At2_b - At1_b; |
|
||||||
|
|
||||||
// extract solutions and decide solvability
|
|
||||||
xx = akku >> 16; |
|
||||||
yy = (akku >> 8) & 0xff; |
|
||||||
xy = (akku >> 0) & 0xff; |
|
||||||
|
|
||||||
frb = 3.0f * 31.0f / 255.0f / (xx*yy - xy*xy); |
|
||||||
fg = frb * 63.0f / 31.0f; |
|
||||||
|
|
||||||
// solve.
|
|
||||||
max16 = stb__sclamp((At1_r*yy - At2_r*xy)*frb+0.5f,0,31) << 11; |
|
||||||
max16 |= stb__sclamp((At1_g*yy - At2_g*xy)*fg +0.5f,0,63) << 5; |
|
||||||
max16 |= stb__sclamp((At1_b*yy - At2_b*xy)*frb+0.5f,0,31) << 0; |
|
||||||
|
|
||||||
min16 = stb__sclamp((At2_r*xx - At1_r*xy)*frb+0.5f,0,31) << 11; |
|
||||||
min16 |= stb__sclamp((At2_g*xx - At1_g*xy)*fg +0.5f,0,63) << 5; |
|
||||||
min16 |= stb__sclamp((At2_b*xx - At1_b*xy)*frb+0.5f,0,31) << 0; |
|
||||||
} |
|
||||||
|
|
||||||
*pmin16 = min16; |
|
||||||
*pmax16 = max16; |
|
||||||
return oldMin != min16 || oldMax != max16; |
|
||||||
} |
|
||||||
|
|
||||||
// Color block compression
|
|
||||||
static void stb__CompressColorBlock(unsigned char *dest, unsigned char *block, int mode) |
|
||||||
{ |
|
||||||
unsigned int mask; |
|
||||||
int i; |
|
||||||
int dither; |
|
||||||
int refinecount; |
|
||||||
unsigned short max16, min16; |
|
||||||
unsigned char dblock[16*4],color[4*4]; |
|
||||||
|
|
||||||
dither = mode & STB_DXT_DITHER; |
|
||||||
refinecount = (mode & STB_DXT_HIGHQUAL) ? 2 : 1; |
|
||||||
|
|
||||||
// check if block is constant
|
|
||||||
for (i=1;i<16;i++) |
|
||||||
if (((unsigned int *) block)[i] != ((unsigned int *) block)[0]) |
|
||||||
break; |
|
||||||
|
|
||||||
if(i == 16) { // constant color
|
|
||||||
int r = block[0], g = block[1], b = block[2]; |
|
||||||
mask = 0xaaaaaaaa; |
|
||||||
max16 = (stb__OMatch5[r][0]<<11) | (stb__OMatch6[g][0]<<5) | stb__OMatch5[b][0]; |
|
||||||
min16 = (stb__OMatch5[r][1]<<11) | (stb__OMatch6[g][1]<<5) | stb__OMatch5[b][1]; |
|
||||||
} else { |
|
||||||
// first step: compute dithered version for PCA if desired
|
|
||||||
if(dither) |
|
||||||
stb__DitherBlock(dblock,block); |
|
||||||
|
|
||||||
// second step: pca+map along principal axis
|
|
||||||
stb__OptimizeColorsBlock(dither ? dblock : block,&max16,&min16); |
|
||||||
if (max16 != min16) { |
|
||||||
stb__EvalColors(color,max16,min16); |
|
||||||
mask = stb__MatchColorsBlock(block,color,dither); |
|
||||||
} else |
|
||||||
mask = 0; |
|
||||||
|
|
||||||
// third step: refine (multiple times if requested)
|
|
||||||
for (i=0;i<refinecount;i++) { |
|
||||||
unsigned int lastmask = mask; |
|
||||||
|
|
||||||
if (stb__RefineBlock(dither ? dblock : block,&max16,&min16,mask)) { |
|
||||||
if (max16 != min16) { |
|
||||||
stb__EvalColors(color,max16,min16); |
|
||||||
mask = stb__MatchColorsBlock(block,color,dither); |
|
||||||
} else { |
|
||||||
mask = 0; |
|
||||||
break; |
|
||||||
} |
|
||||||
} |
|
||||||
|
|
||||||
if(mask == lastmask) |
|
||||||
break; |
|
||||||
} |
|
||||||
} |
|
||||||
|
|
||||||
// write the color block
|
|
||||||
if(max16 < min16) |
|
||||||
{ |
|
||||||
unsigned short t = min16; |
|
||||||
min16 = max16; |
|
||||||
max16 = t; |
|
||||||
mask ^= 0x55555555; |
|
||||||
} |
|
||||||
|
|
||||||
dest[0] = (unsigned char) (max16); |
|
||||||
dest[1] = (unsigned char) (max16 >> 8); |
|
||||||
dest[2] = (unsigned char) (min16); |
|
||||||
dest[3] = (unsigned char) (min16 >> 8); |
|
||||||
dest[4] = (unsigned char) (mask); |
|
||||||
dest[5] = (unsigned char) (mask >> 8); |
|
||||||
dest[6] = (unsigned char) (mask >> 16); |
|
||||||
dest[7] = (unsigned char) (mask >> 24); |
|
||||||
} |
|
||||||
|
|
||||||
// Alpha block compression (this is easy for a change)
|
|
||||||
static void stb__CompressAlphaBlock(unsigned char *dest,unsigned char *src,int mode) |
|
||||||
{ |
|
||||||
int i,dist,bias,dist4,dist2,bits,mask; |
|
||||||
|
|
||||||
// find min/max color
|
|
||||||
int mn,mx; |
|
||||||
mn = mx = src[3]; |
|
||||||
|
|
||||||
for (i=1;i<16;i++) |
|
||||||
{ |
|
||||||
if (src[i*4+3] < mn) mn = src[i*4+3]; |
|
||||||
else if (src[i*4+3] > mx) mx = src[i*4+3]; |
|
||||||
} |
|
||||||
|
|
||||||
// encode them
|
|
||||||
((unsigned char *)dest)[0] = mx; |
|
||||||
((unsigned char *)dest)[1] = mn; |
|
||||||
dest += 2; |
|
||||||
|
|
||||||
// determine bias and emit color indices
|
|
||||||
// given the choice of mx/mn, these indices are optimal:
|
|
||||||
// http://fgiesen.wordpress.com/2009/12/15/dxt5-alpha-block-index-determination/
|
|
||||||
dist = mx-mn; |
|
||||||
dist4 = dist*4; |
|
||||||
dist2 = dist*2; |
|
||||||
bias = (dist < 8) ? (dist - 1) : (dist/2 + 2); |
|
||||||
bias -= mn * 7; |
|
||||||
bits = 0,mask=0; |
|
||||||
|
|
||||||
for (i=0;i<16;i++) { |
|
||||||
int a = src[i*4+3]*7 + bias; |
|
||||||
int ind,t; |
|
||||||
|
|
||||||
// select index. this is a "linear scale" lerp factor between 0 (val=min) and 7 (val=max).
|
|
||||||
t = (a >= dist4) ? -1 : 0; ind = t & 4; a -= dist4 & t; |
|
||||||
t = (a >= dist2) ? -1 : 0; ind += t & 2; a -= dist2 & t; |
|
||||||
ind += (a >= dist); |
|
||||||
|
|
||||||
// turn linear scale into DXT index (0/1 are extremal pts)
|
|
||||||
ind = -ind & 7; |
|
||||||
ind ^= (2 > ind); |
|
||||||
|
|
||||||
// write index
|
|
||||||
mask |= ind << bits; |
|
||||||
if((bits += 3) >= 8) { |
|
||||||
*dest++ = mask; |
|
||||||
mask >>= 8; |
|
||||||
bits -= 8; |
|
||||||
} |
|
||||||
} |
|
||||||
} |
|
||||||
|
|
||||||
static void stb__InitDXT() |
|
||||||
{ |
|
||||||
int i; |
|
||||||
for(i=0;i<32;i++) |
|
||||||
stb__Expand5[i] = (i<<3)|(i>>2); |
|
||||||
|
|
||||||
for(i=0;i<64;i++) |
|
||||||
stb__Expand6[i] = (i<<2)|(i>>4); |
|
||||||
|
|
||||||
for(i=0;i<256+16;i++) |
|
||||||
{ |
|
||||||
int v = i-8 < 0 ? 0 : i-8 > 255 ? 255 : i-8; |
|
||||||
stb__QuantRBTab[i] = stb__Expand5[stb__Mul8Bit(v,31)]; |
|
||||||
stb__QuantGTab[i] = stb__Expand6[stb__Mul8Bit(v,63)]; |
|
||||||
} |
|
||||||
|
|
||||||
stb__PrepareOptTable(&stb__OMatch5[0][0],stb__Expand5,32); |
|
||||||
stb__PrepareOptTable(&stb__OMatch6[0][0],stb__Expand6,64); |
|
||||||
} |
|
||||||
|
|
||||||
void stb_compress_dxt_block(unsigned char *dest, const unsigned char *src, int alpha, int mode) |
|
||||||
{ |
|
||||||
static int init=1; |
|
||||||
if (init) { |
|
||||||
stb__InitDXT(); |
|
||||||
init=0; |
|
||||||
} |
|
||||||
|
|
||||||
if (alpha) { |
|
||||||
stb__CompressAlphaBlock(dest,(unsigned char*) src,mode); |
|
||||||
dest += 8; |
|
||||||
} |
|
||||||
|
|
||||||
stb__CompressColorBlock(dest,(unsigned char*) src,mode); |
|
||||||
} |
|
||||||
#endif // STB_DXT_IMPLEMENTATION
|
|
||||||
|
|
||||||
#endif // STB_INCLUDE_STB_DXT_H
|
|
Loading…
Reference in new issue