2014-02-10 09:10:30 +08:00
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/* -----------------------------------------------------------------------------
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2016-10-14 03:52:16 +08:00
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Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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2014-02-10 09:10:30 +08:00
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-------------------------------------------------------------------------- */
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2016-10-14 03:52:16 +08:00
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2014-02-10 09:10:30 +08:00
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#include "rangefit.h"
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#include "colourset.h"
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#include "colourblock.h"
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#include <cfloat>
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namespace squish {
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2016-10-14 03:52:16 +08:00
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RangeFit::RangeFit( ColourSet const* colours, int flags, float* metric )
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: ColourFit( colours, flags )
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{
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// initialise the metric (old perceptual = 0.2126f, 0.7152f, 0.0722f)
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if( metric )
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m_metric = Vec3( metric[0], metric[1], metric[2] );
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else
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m_metric = Vec3( 1.0f );
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// initialise the best error
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m_besterror = FLT_MAX;
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// cache some values
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int const count = m_colours->GetCount();
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Vec3 const* values = m_colours->GetPoints();
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float const* weights = m_colours->GetWeights();
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// get the covariance matrix
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Sym3x3 covariance = ComputeWeightedCovariance( count, values, weights );
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// compute the principle component
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Vec3 principle = ComputePrincipleComponent( covariance );
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// get the min and max range as the codebook endpoints
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Vec3 start( 0.0f );
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Vec3 end( 0.0f );
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if( count > 0 )
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{
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float min, max;
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// compute the range
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start = end = values[0];
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min = max = Dot( values[0], principle );
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for( int i = 1; i < count; ++i )
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{
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float val = Dot( values[i], principle );
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if( val < min )
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{
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start = values[i];
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min = val;
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}
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else if( val > max )
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{
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end = values[i];
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max = val;
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}
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}
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}
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// clamp the output to [0, 1]
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Vec3 const one( 1.0f );
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Vec3 const zero( 0.0f );
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start = Min( one, Max( zero, start ) );
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end = Min( one, Max( zero, end ) );
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// clamp to the grid and save
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Vec3 const grid( 31.0f, 63.0f, 31.0f );
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Vec3 const gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f );
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Vec3 const half( 0.5f );
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m_start = Truncate( grid*start + half )*gridrcp;
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m_end = Truncate( grid*end + half )*gridrcp;
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2014-02-10 09:10:30 +08:00
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}
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void RangeFit::Compress3( void* block )
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{
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// cache some values
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int const count = m_colours->GetCount();
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Vec3 const* values = m_colours->GetPoints();
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// create a codebook
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Vec3 codes[3];
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codes[0] = m_start;
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codes[1] = m_end;
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codes[2] = 0.5f*m_start + 0.5f*m_end;
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// match each point to the closest code
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u8 closest[16];
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float error = 0.0f;
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for( int i = 0; i < count; ++i )
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{
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// find the closest code
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float dist = FLT_MAX;
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int idx = 0;
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for( int j = 0; j < 3; ++j )
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{
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float d = LengthSquared( m_metric*( values[i] - codes[j] ) );
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if( d < dist )
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{
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dist = d;
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idx = j;
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}
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}
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// save the index
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closest[i] = ( u8 )idx;
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// accumulate the error
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error += dist;
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}
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// save this scheme if it wins
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if( error < m_besterror )
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{
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// remap the indices
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u8 indices[16];
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m_colours->RemapIndices( closest, indices );
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// save the block
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WriteColourBlock3( m_start, m_end, indices, block );
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// save the error
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m_besterror = error;
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}
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2014-02-10 09:10:30 +08:00
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}
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void RangeFit::Compress4( void* block )
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{
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2016-10-14 03:52:16 +08:00
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// cache some values
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int const count = m_colours->GetCount();
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Vec3 const* values = m_colours->GetPoints();
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// create a codebook
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Vec3 codes[4];
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codes[0] = m_start;
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codes[1] = m_end;
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codes[2] = ( 2.0f/3.0f )*m_start + ( 1.0f/3.0f )*m_end;
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codes[3] = ( 1.0f/3.0f )*m_start + ( 2.0f/3.0f )*m_end;
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// match each point to the closest code
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u8 closest[16];
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float error = 0.0f;
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for( int i = 0; i < count; ++i )
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{
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// find the closest code
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float dist = FLT_MAX;
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int idx = 0;
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for( int j = 0; j < 4; ++j )
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{
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float d = LengthSquared( m_metric*( values[i] - codes[j] ) );
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if( d < dist )
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{
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dist = d;
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idx = j;
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}
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}
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// save the index
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closest[i] = ( u8 )idx;
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// accumulate the error
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error += dist;
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}
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// save this scheme if it wins
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if( error < m_besterror )
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{
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// remap the indices
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u8 indices[16];
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m_colours->RemapIndices( closest, indices );
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// save the block
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WriteColourBlock4( m_start, m_end, indices, block );
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// save the error
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m_besterror = error;
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}
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2014-02-10 09:10:30 +08:00
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}
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} // namespace squish
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