FasTC/BPTCEncoder/src/RGBAEndpoints.h
2012-08-24 15:56:45 -04:00

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9.6 KiB
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//--------------------------------------------------------------------------------------
// Copyright 2011 Intel Corporation
// All Rights Reserved
//
// Permission is granted to use, copy, distribute and prepare derivative works of this
// software for any purpose and without fee, provided, that the above copyright notice
// and this statement appear in all copies. Intel makes no representations about the
// suitability of this software for any purpose. THIS SOFTWARE IS PROVIDED "AS IS."
// INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, AND ALL LIABILITY,
// INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES, FOR THE USE OF THIS SOFTWARE,
// INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY RIGHTS, AND INCLUDING THE
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. Intel does not
// assume any responsibility for any errors which may appear in this software nor any
// responsibility to update it.
//
//--------------------------------------------------------------------------------------
#ifndef __RGBA_ENDPOINTS_H__
#define __RGBA_ENDPOINTS_H__
#include "BC7IntTypes.h"
#include <cmath>
#include <cfloat>
#include <cstring>
static const int kNumColorChannels = 4;
static const int kMaxNumDataPoints = 16;
class RGBAVector {
public:
union {
struct { float r, g, b, a; };
struct { float x, y, z, w; };
float c[4];
};
uint32 GetIdx() const { return idx; }
RGBAVector() : r(-1.0), g(-1.0), b(-1.0), a(-1.0) { }
RGBAVector(uint32 _idx, uint32 pixel) :
r(float(pixel & 0xFF)),
g(float((pixel >> 8) & 0xFF)),
b(float((pixel >> 16) & 0xFF)),
a(float((pixel >> 24) & 0xFF)),
idx(_idx)
{ }
RGBAVector(float _r, float _g, float _b, float _a) :
r(_r), g(_g), b(_b), a(_a) { }
explicit RGBAVector(float cc) : r(cc), g(cc), b(cc), a(cc) { }
RGBAVector &operator =(const RGBAVector &other) {
this->idx = other.idx;
memcpy(c, other.c, sizeof(c));
return (*this);
}
RGBAVector operator +(const RGBAVector &p) const {
return RGBAVector(r + p.r, g + p.g, b + p.b, a + p.a);
}
RGBAVector &operator +=(const RGBAVector &p) {
r += p.r; g += p.g; b += p.b; a += p.a;
return *this;
}
RGBAVector operator -(const RGBAVector &p) const {
return RGBAVector(r - p.r, g - p.g, b - p.b, a - p.a);
}
RGBAVector &operator -=(const RGBAVector &p) {
r -= p.r; g -= p.g; b -= p.b; a -= p.a;
return *this;
}
RGBAVector operator /(const float s) const {
return RGBAVector(r / s, g / s, b / s, a / s);
}
RGBAVector &operator /=(const float s) {
r /= s; g /= s; b /= s; a /= s;
return *this;
}
float operator *(const RGBAVector &p) const {
return r * p.r + g * p.g + b * p.b + a * p.a;
}
float Length() const {
return sqrt((*this) * (*this));
}
RGBAVector &operator *=(const RGBAVector &v) {
r *= v.r; g *= v.g; b *= v.b; a *= v.a;
return *this;
}
RGBAVector operator *(const float s) const {
return RGBAVector(r * s, g * s, b * s, a * s);
}
friend RGBAVector operator *(const float s, const RGBAVector &p) {
return RGBAVector(p.r * s, p.g * s, p.b * s, p.a * s);
}
RGBAVector &operator *=(const float s) {
r *= s; g *= s; b *= s; a *= s;
return *this;
}
float &operator [](const int i) {
return c[i];
}
friend bool operator ==(const RGBAVector &rhs, const RGBAVector &lhs) {
const RGBAVector d = rhs - lhs;
return fabs(d.r) < 1e-7 && fabs(d.g) < 1e-7 && fabs(d.b) < 1e-7 && fabs(d.a) < 1e-7;
}
friend bool operator !=(const RGBAVector &rhs, const RGBAVector &lhs) {
return !(rhs == lhs);
}
operator float *() {
return c;
}
RGBAVector Cross(const RGBAVector &rhs) {
return RGBAVector(
rhs.y * z - y * rhs.z,
rhs.z * x - z * rhs.x,
rhs.x * y - x * rhs.y,
1.0f
);
}
// Quantize this point.
uint32 ToPixel(const uint32 channelMask = 0xFFFFFFFF, const int pBit = -1) const;
private:
uint32 idx;
};
class RGBAMatrix {
private:
union {
float m[kNumColorChannels*kNumColorChannels];
struct {
float m1, m2, m3, m4;
float m5, m6, m7, m8;
float m9, m10, m11, m12;
float m13, m14, m15, m16;
};
};
RGBAMatrix(const float *arr) {
memcpy(m, arr, sizeof(m));
}
public:
RGBAMatrix() :
m1(1.0f), m2(0.0f), m3(0.0f), m4(0.0f),
m5(0.0f), m6(1.0f), m7(0.0f), m8(0.0f),
m9(0.0f), m10(0.0f), m11(1.0f), m12(0.0f),
m13(0.0f), m14(0.0f), m15(0.0f), m16(1.0f)
{ }
RGBAMatrix &operator =(const RGBAMatrix &other) {
memcpy(m, other.m, sizeof(m));
return (*this);
}
RGBAMatrix operator +(const RGBAMatrix &p) const {
float newm[kNumColorChannels*kNumColorChannels];
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) newm[i] = m[i] + p.m[i];
return RGBAMatrix(newm);
}
RGBAMatrix &operator +=(const RGBAMatrix &p) {
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) m[i] += p.m[i];
return *this;
}
RGBAMatrix operator -(const RGBAMatrix &p) const {
float newm[kNumColorChannels*kNumColorChannels];
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) newm[i] = m[i] - p.m[i];
return RGBAMatrix(newm);
}
RGBAMatrix &operator -=(const RGBAMatrix &p) {
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) m[i] -= p.m[i];
return *this;
}
RGBAMatrix operator /(const float s) const {
float newm[kNumColorChannels*kNumColorChannels];
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) newm[i] = m[i] / s;
return RGBAMatrix(newm);
}
RGBAMatrix &operator /=(const float s) {
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) m[i] /= s;
return *this;
}
RGBAMatrix operator *(const float s) const {
float newm[kNumColorChannels*kNumColorChannels];
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) newm[i] = m[i] * s;
return RGBAMatrix(newm);
}
RGBAMatrix operator *(const double s) const {
float newm[kNumColorChannels*kNumColorChannels];
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) newm[i] = float(double(m[i]) * s);
return RGBAMatrix(newm);
}
friend RGBAMatrix operator *(const float s, const RGBAMatrix &p) {
float newm[kNumColorChannels*kNumColorChannels];
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) newm[i] = p.m[i] * s;
return RGBAMatrix(newm);
}
friend RGBAMatrix operator *(const double s, const RGBAMatrix &p) {
float newm[kNumColorChannels*kNumColorChannels];
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) newm[i] = float(double(p.m[i]) * s);
return RGBAMatrix(newm);
}
RGBAMatrix &operator *=(const float s) {
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++) m[i] *= s;
return *this;
}
float &operator ()(const int i, const int j) {
return (*this)[i*4 + j];
}
float &operator [](const int i) {
return m[i];
}
friend bool operator ==(const RGBAMatrix &rhs, const RGBAMatrix &lhs) {
const RGBAMatrix d = rhs - lhs;
for(int i = 0; i < kNumColorChannels*kNumColorChannels; i++)
if(d.m[i] > 1e-10)
return false;
return true;
}
operator float *() {
return m;
}
RGBAVector operator *(const RGBAVector &p) const;
RGBAMatrix operator *(const RGBAMatrix &mat) const;
RGBAMatrix &operator *=(const RGBAMatrix &mat);
static RGBAMatrix RotateX(float rad);
static RGBAMatrix RotateY(float rad);
static RGBAMatrix RotateZ(float rad);
static RGBAMatrix Translate(const RGBAVector &t);
bool Identity();
};
class RGBADir : public RGBAVector {
public:
RGBADir() : RGBAVector() { }
RGBADir(const RGBAVector &p) : RGBAVector(p) {
*this /= Length();
}
};
// Makes sure that the values of the endpoints lie between 0 and 1.
extern void ClampEndpoints(RGBAVector &p1, RGBAVector &p2);
class RGBACluster {
public:
RGBACluster() :
m_NumPoints(0), m_Total(0),
m_PointBitString(0),
m_Min(FLT_MAX),
m_Max(-FLT_MAX),
m_PrincipalAxisCached(false)
{ }
RGBACluster(const RGBACluster &c) :
m_NumPoints(c.m_NumPoints),
m_Total(c.m_Total),
m_PointBitString(c.m_PointBitString),
m_Min(c.m_Min),
m_Max(c.m_Max),
m_PrincipalAxisCached(false)
{
memcpy(this->m_DataPoints, c.m_DataPoints, m_NumPoints * sizeof(RGBAVector));
}
RGBACluster(const RGBACluster &left, const RGBACluster &right);
RGBACluster(const RGBAVector &p) :
m_NumPoints(1),
m_Total(p),
m_PointBitString(0),
m_Min(p), m_Max(p),
m_PrincipalAxisCached(false)
{
m_DataPoints[0] = p;
m_PointBitString |= (1 << p.GetIdx());
}
RGBAVector GetTotal() const { return m_Total; }
const RGBAVector &GetPoint(int idx) const { return m_DataPoints[idx]; }
int GetNumPoints() const { return m_NumPoints; }
RGBAVector GetAvg() const { return m_Total / float(m_NumPoints); }
const RGBAVector *GetPoints() const { return m_DataPoints; }
void AddPoint(const RGBAVector &p);
void GetBoundingBox(RGBAVector &Min, RGBAVector &Max) const {
Min = m_Min, Max = m_Max;
}
// Returns the error if we were to quantize the colors right now with the given number of buckets and bit mask.
double QuantizedError(const RGBAVector &p1, const RGBAVector &p2, uint8 nBuckets, uint32 bitMask, const RGBAVector &errorMetricVec, const int pbits[2] = NULL, int *indices = NULL) const;
// Returns the principal axis for this point cluster.
void GetPrincipalAxis(RGBADir &axis);
bool AllSamePoint() const { return m_Max == m_Min; }
int GetPointBitString() const { return m_PointBitString; }
private:
// The number of points in the cluster.
int m_NumPoints;
RGBAVector m_Total;
// The points in the cluster.
RGBAVector m_DataPoints[kMaxNumDataPoints];
RGBAVector m_Min, m_Max;
int m_PointBitString;
RGBADir m_PrincipalAxis;
bool m_PrincipalAxisCached;
};
extern uint8 QuantizeChannel(const uint8 val, const uint8 mask, const int pBit = -1);
extern void GetPrincipalAxis(int nPts, const RGBAVector *pts, RGBADir &axis);
#endif //__RGBA_ENDPOINTS_H__