mirror of
https://github.com/godotengine/godot.git
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555c4bcb19
Replaced broken decompression code with two calls to DXT5 decompression. This should fix some issues with normal maps as they usually are stored as RG Textures and were decompressed incorrectly.
237 lines
6.3 KiB
C++
237 lines
6.3 KiB
C++
/* -----------------------------------------------------------------------------
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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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-------------------------------------------------------------------------- */
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#include "colourblock.h"
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// -- Godot start --
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#include "alpha.h"
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// -- Godot end --
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namespace squish {
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static int FloatToInt( float a, int limit )
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{
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// use ANSI round-to-zero behaviour to get round-to-nearest
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int i = ( int )( a + 0.5f );
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// clamp to the limit
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if( i < 0 )
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i = 0;
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else if( i > limit )
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i = limit;
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// done
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return i;
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}
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static int FloatTo565( Vec3::Arg colour )
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{
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// get the components in the correct range
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int r = FloatToInt( 31.0f*colour.X(), 31 );
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int g = FloatToInt( 63.0f*colour.Y(), 63 );
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int b = FloatToInt( 31.0f*colour.Z(), 31 );
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// pack into a single value
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return ( r << 11 ) | ( g << 5 ) | b;
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}
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static void WriteColourBlock( int a, int b, u8* indices, void* block )
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{
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// get the block as bytes
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u8* bytes = ( u8* )block;
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// write the endpoints
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bytes[0] = ( u8 )( a & 0xff );
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bytes[1] = ( u8 )( a >> 8 );
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bytes[2] = ( u8 )( b & 0xff );
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bytes[3] = ( u8 )( b >> 8 );
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// write the indices
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for( int i = 0; i < 4; ++i )
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{
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u8 const* ind = indices + 4*i;
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bytes[4 + i] = ind[0] | ( ind[1] << 2 ) | ( ind[2] << 4 ) | ( ind[3] << 6 );
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}
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}
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void WriteColourBlock3( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block )
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{
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// get the packed values
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int a = FloatTo565( start );
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int b = FloatTo565( end );
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// remap the indices
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u8 remapped[16];
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if( a <= b )
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{
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// use the indices directly
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for( int i = 0; i < 16; ++i )
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remapped[i] = indices[i];
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}
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else
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{
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// swap a and b
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std::swap( a, b );
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for( int i = 0; i < 16; ++i )
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{
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if( indices[i] == 0 )
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remapped[i] = 1;
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else if( indices[i] == 1 )
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remapped[i] = 0;
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else
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remapped[i] = indices[i];
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}
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}
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// write the block
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WriteColourBlock( a, b, remapped, block );
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}
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void WriteColourBlock4( Vec3::Arg start, Vec3::Arg end, u8 const* indices, void* block )
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{
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// get the packed values
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int a = FloatTo565( start );
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int b = FloatTo565( end );
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// remap the indices
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u8 remapped[16];
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if( a < b )
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{
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// swap a and b
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std::swap( a, b );
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for( int i = 0; i < 16; ++i )
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remapped[i] = ( indices[i] ^ 0x1 ) & 0x3;
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}
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else if( a == b )
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{
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// use index 0
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for( int i = 0; i < 16; ++i )
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remapped[i] = 0;
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}
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else
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{
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// use the indices directly
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for( int i = 0; i < 16; ++i )
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remapped[i] = indices[i];
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}
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// write the block
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WriteColourBlock( a, b, remapped, block );
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}
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static int Unpack565( u8 const* packed, u8* colour )
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{
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// build the packed value
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int value = ( int )packed[0] | ( ( int )packed[1] << 8 );
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// get the components in the stored range
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u8 red = ( u8 )( ( value >> 11 ) & 0x1f );
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u8 green = ( u8 )( ( value >> 5 ) & 0x3f );
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u8 blue = ( u8 )( value & 0x1f );
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// scale up to 8 bits
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colour[0] = ( red << 3 ) | ( red >> 2 );
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colour[1] = ( green << 2 ) | ( green >> 4 );
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colour[2] = ( blue << 3 ) | ( blue >> 2 );
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colour[3] = 255;
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// return the value
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return value;
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}
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void DecompressColour( u8* rgba, void const* block, bool isDxt1 )
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{
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// get the block bytes
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u8 const* bytes = reinterpret_cast< u8 const* >( block );
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// unpack the endpoints
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u8 codes[16];
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int a = Unpack565( bytes, codes );
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int b = Unpack565( bytes + 2, codes + 4 );
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// generate the midpoints
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for( int i = 0; i < 3; ++i )
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{
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int c = codes[i];
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int d = codes[4 + i];
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if( isDxt1 && a <= b )
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{
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codes[8 + i] = ( u8 )( ( c + d )/2 );
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codes[12 + i] = 0;
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}
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else
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{
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codes[8 + i] = ( u8 )( ( 2*c + d )/3 );
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codes[12 + i] = ( u8 )( ( c + 2*d )/3 );
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}
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}
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// fill in alpha for the intermediate values
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codes[8 + 3] = 255;
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codes[12 + 3] = ( isDxt1 && a <= b ) ? 0 : 255;
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// unpack the indices
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u8 indices[16];
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for( int i = 0; i < 4; ++i )
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{
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u8* ind = indices + 4*i;
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u8 packed = bytes[4 + i];
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ind[0] = packed & 0x3;
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ind[1] = ( packed >> 2 ) & 0x3;
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ind[2] = ( packed >> 4 ) & 0x3;
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ind[3] = ( packed >> 6 ) & 0x3;
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}
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// store out the colours
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for( int i = 0; i < 16; ++i )
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{
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u8 offset = 4*indices[i];
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for( int j = 0; j < 4; ++j )
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rgba[4*i + j] = codes[offset + j];
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}
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}
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// -- Godot start --
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void DecompressColourBc5( u8* rgba, void const* block)
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{
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void const* rblock = block;
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void const* gblock = reinterpret_cast< u8 const* >( block ) + 8;
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DecompressAlphaDxt5(rgba,rblock);
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for ( int i = 0; i < 16; ++i ) {
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rgba[i*4] = rgba[i*4 + 3];
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}
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DecompressAlphaDxt5(rgba,gblock);
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for ( int i = 0; i < 16; ++i ) {
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rgba[i*4+1] = rgba[i*4 + 3];
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rgba[i*4 + 2] = 0;
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rgba[i*4 + 3] = 255;
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}
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}
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// -- GODOT end --
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} // namespace squish
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