mirror of
https://github.com/nillerusr/source-engine.git
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396 lines
10 KiB
C++
396 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "bitmap/imageformat.h"
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#include "basetypes.h"
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#include "tier0/dbg.h"
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#include <malloc.h>
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#include <memory.h>
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#include "nvtc.h"
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#include "mathlib/mathlib.h"
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#include "mathlib/vector.h"
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#include "utlmemory.h"
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#include "tier1/strtools.h"
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#include "s3tc_decode.h"
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#include "utlvector.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// This is in s3tc.lib. Nvidia added it specially for us. It can be set to 4, 8, or 12.
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// When set to 8 or 12, it generates a palette given an 8x4 or 12x4 texture.
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extern int S3TC_BLOCK_WIDTH;
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class S3Palette
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{
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public:
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S3RGBA m_Colors[4];
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};
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class S3TCBlock_DXT1
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{
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public:
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unsigned short m_Ref1; // The two colors that this block blends betwixt.
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unsigned short m_Ref2;
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unsigned int m_PixelBits;
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};
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class S3TCBlock_DXT5
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{
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public:
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unsigned char m_AlphaRef[2];
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unsigned char m_AlphaBits[6];
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unsigned short m_Ref1; // The two colors that this block blends betwixt.
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unsigned short m_Ref2;
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unsigned int m_PixelBits;
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};
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// ------------------------------------------------------------------------------------------ //
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// S3TCBlock
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// ------------------------------------------------------------------------------------------ //
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int ReadBitInt( const char *pBits, int iBaseBit, int nBits )
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{
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int ret = 0;
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for ( int i=0; i < nBits; i++ )
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{
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int iBit = iBaseBit + i;
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int val = ((pBits[iBit>>3] >> (iBit&7)) & 1) << i;
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ret |= val;
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}
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return ret;
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}
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void WriteBitInt( char *pBits, int iBaseBit, int nBits, int val )
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{
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for ( int i=0; i < nBits; i++ )
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{
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int iBit = iBaseBit + i;
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pBits[iBit>>3] &= ~(1 << (iBit & 7));
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if ( (val >> i) & 1 )
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pBits[iBit>>3] |= (1 << (iBit & 7));
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}
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}
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int S3TC_BytesPerBlock( ImageFormat format )
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{
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if ( format == IMAGE_FORMAT_DXT1 || format == IMAGE_FORMAT_ATI1N )
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{
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return 8;
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}
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else
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{
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Assert( format == IMAGE_FORMAT_DXT5 || format == IMAGE_FORMAT_ATI2N );
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return 16;
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}
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}
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/*
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// We're not using this, but I'll keep it around for reference.
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void S3TC_BuildPalette( ImageFormat format, const char *pS3Block, S3RGBA palette[4] )
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{
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if ( format == IMAGE_FORMAT_DXT1 )
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{
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const S3TCBlock_DXT1 *pBlock = reinterpret_cast<const S3TCBlock_DXT1 *>( pS3Block );
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palette[0] = S3TC_RGBAFrom565( pBlock->m_Ref1, 255 );
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if ( pBlock->m_Ref1 <= pBlock->m_Ref2 )
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{
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// Opaque and transparent texels are defined. The lookup is 3 colors. 11 means
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// a black, transparent pixel.
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palette[1] = S3TC_RGBAFrom565( pBlock->m_Ref2, 255 );
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palette[2] = S3TC_RGBABlend( palette[0], palette[1], 1, 1, 2 );
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palette[3].r = palette[3].g = palette[3].b = palette[3].a = 0;
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}
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else
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{
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// Only opaque texels are defined. The lookup is 4 colors.
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palette[1] = S3TC_RGBAFrom565( pBlock->m_Ref2, 255 );
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palette[2] = S3TC_RGBABlend( palette[0], palette[1], 2, 1, 3 );
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palette[3] = S3TC_RGBABlend( palette[0], palette[1], 1, 2, 3 );
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}
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}
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else
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{
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Assert( format == IMAGE_FORMAT_DXT5 );
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}
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}
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*/
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S3PaletteIndex S3TC_GetPixelPaletteIndex( ImageFormat format, const char *pS3Block, int x, int y )
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{
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Assert( x >= 0 && x < 4 );
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Assert( y >= 0 && y < 4 );
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int iQuadPixel = y*4 + x;
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S3PaletteIndex ret = { 0, 0 };
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if ( format == IMAGE_FORMAT_DXT1 )
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{
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const S3TCBlock_DXT1 *pBlock = reinterpret_cast<const S3TCBlock_DXT1 *>( pS3Block );
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ret.m_ColorIndex = (pBlock->m_PixelBits >> (iQuadPixel << 1)) & 3;
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ret.m_AlphaIndex = 0;
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}
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else
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{
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Assert( format == IMAGE_FORMAT_DXT5 );
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const S3TCBlock_DXT5 *pBlock = reinterpret_cast<const S3TCBlock_DXT5 *>( pS3Block );
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int64 &alphaBits = *((int64*)pBlock->m_AlphaBits);
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ret.m_ColorIndex = (unsigned char)((pBlock->m_PixelBits >> (iQuadPixel << 1)) & 3);
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ret.m_AlphaIndex = (unsigned char)((alphaBits >> (iQuadPixel * 3)) & 7);
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}
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return ret;
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}
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void S3TC_SetPixelPaletteIndex( ImageFormat format, char *pS3Block, int x, int y, S3PaletteIndex iPaletteIndex )
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{
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Assert( x >= 0 && x < 4 );
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Assert( y >= 0 && y < 4 );
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Assert( iPaletteIndex.m_ColorIndex >= 0 && iPaletteIndex.m_ColorIndex < 4 );
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Assert( iPaletteIndex.m_AlphaIndex >= 0 && iPaletteIndex.m_AlphaIndex < 8 );
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int iQuadPixel = y*4 + x;
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int iColorBit = iQuadPixel * 2;
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if ( format == IMAGE_FORMAT_DXT1 )
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{
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S3TCBlock_DXT1 *pBlock = reinterpret_cast<S3TCBlock_DXT1 *>( pS3Block );
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pBlock->m_PixelBits &= ~( 3 << iColorBit );
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pBlock->m_PixelBits |= (unsigned int)iPaletteIndex.m_ColorIndex << iColorBit;
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}
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else
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{
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Assert( format == IMAGE_FORMAT_DXT5 );
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S3TCBlock_DXT5 *pBlock = reinterpret_cast<S3TCBlock_DXT5 *>( pS3Block );
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// Copy the color portion in.
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pBlock->m_PixelBits &= ~( 3 << iColorBit );
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pBlock->m_PixelBits |= (unsigned int)iPaletteIndex.m_ColorIndex << iColorBit;
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// Copy the alpha portion in.
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WriteBitInt( (char*)pBlock->m_AlphaBits, iQuadPixel*3, 3, iPaletteIndex.m_AlphaIndex );
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}
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}
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const char* S3TC_GetBlock(
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const void *pCompressed,
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ImageFormat format,
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int nBlocksWidth,
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int xBlock,
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int yBlock )
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{
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int nBytesPerBlock = S3TC_BytesPerBlock( format );
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return &((const char*)pCompressed)[ ((yBlock * nBlocksWidth) + xBlock) * nBytesPerBlock ];
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}
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char* S3TC_GetBlock(
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void *pCompressed,
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ImageFormat format,
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int nBlocksWidth,
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int xBlock,
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int yBlock )
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{
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return (char*)S3TC_GetBlock( (const void *)pCompressed, format, nBlocksWidth, xBlock, yBlock );
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}
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void GenerateRepresentativePalette(
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ImageFormat format,
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S3RGBA **pOriginals, // Original RGBA colors in the texture. This allows it to avoid doubly compressing.
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int nBlocks,
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int lPitch, // (in BYTES)
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char mergedBlocks[16*MAX_S3TC_BLOCK_BYTES]
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)
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{
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Error( "GenerateRepresentativePalette: not implemented" );
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#if 0 // this code was ifdefed out. no idea under what circumstances it was meant to be called.
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Assert( nBlocks == 2 || nBlocks == 3 );
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S3RGBA values[12*4];
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memset( values, 0xFF, sizeof( values ) );
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int width = nBlocks * 4;
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for ( int i=0; i < nBlocks; i++ )
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{
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for ( int y=0; y < 4; y++ )
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{
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for ( int x=0; x < 4; x++ )
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{
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int outIndex = y*width+(i*4+x);
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values[outIndex] = pOriginals[i][y * (lPitch/4) + x];
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}
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}
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}
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DDSURFACEDESC descIn;
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DDSURFACEDESC descOut;
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memset( &descIn, 0, sizeof(descIn) );
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memset( &descOut, 0, sizeof(descOut) );
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descIn.dwSize = sizeof(descIn);
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descIn.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_LPSURFACE | DDSD_PIXELFORMAT;
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descIn.dwWidth = width;
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descIn.dwHeight = 4;
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descIn.lPitch = width * 4;
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descIn.lpSurface = values;
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descIn.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT );
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descIn.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
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descIn.ddpfPixelFormat.dwRGBBitCount = 32;
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descIn.ddpfPixelFormat.dwRBitMask = 0xff0000;
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descIn.ddpfPixelFormat.dwGBitMask = 0x00ff00;
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descIn.ddpfPixelFormat.dwBBitMask = 0x0000ff;
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descIn.ddpfPixelFormat.dwRGBAlphaBitMask = 0xff000000;
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descOut.dwSize = sizeof( descOut );
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float weight[3] = {0.3086f, 0.6094f, 0.0820f};
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S3TC_BLOCK_WIDTH = nBlocks * 4;
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DWORD encodeFlags = S3TC_ENCODE_RGB_FULL;
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if ( format == IMAGE_FORMAT_DXT5 )
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encodeFlags |= S3TC_ENCODE_ALPHA_INTERPOLATED;
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S3TCencode( &descIn, NULL, &descOut, mergedBlocks, encodeFlags, weight );
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S3TC_BLOCK_WIDTH = 4;
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#endif
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}
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void S3TC_MergeBlocks(
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char **blocks,
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S3RGBA **pOriginals, // Original RGBA colors in the texture. This allows it to avoid doubly compressing.
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int nBlocks,
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int lPitch, // (in BYTES)
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ImageFormat format
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)
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{
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// Figure out a good palette to represent all of these blocks.
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char mergedBlocks[16*MAX_S3TC_BLOCK_BYTES];
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GenerateRepresentativePalette( format, pOriginals, nBlocks, lPitch, mergedBlocks );
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// Build a remap table to remap block 2's colors to block 1's colors.
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if ( format == IMAGE_FORMAT_DXT1 )
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{
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// Grab the palette indices that s3tc.lib made for us.
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const char *pBase = (const char*)mergedBlocks;
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pBase += 4;
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for ( int iBlock=0; iBlock < nBlocks; iBlock++ )
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{
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S3TCBlock_DXT1 *pBlock = ((S3TCBlock_DXT1*)blocks[iBlock]);
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// Remap all of the block's pixels.
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for ( int x=0; x < 4; x++ )
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{
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for ( int y=0; y < 4; y++ )
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{
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int iBaseBit = (y*nBlocks*4 + x + iBlock*4) * 2;
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S3PaletteIndex index = {0, 0};
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index.m_ColorIndex = ReadBitInt( pBase, iBaseBit, 2 );
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S3TC_SetPixelPaletteIndex( format, (char*)pBlock, x, y, index );
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}
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}
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// Copy block 1's palette to block 2.
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pBlock->m_Ref1 = ((S3TCBlock_DXT1*)mergedBlocks)->m_Ref1;
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pBlock->m_Ref2 = ((S3TCBlock_DXT1*)mergedBlocks)->m_Ref2;
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}
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}
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else
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{
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Assert( format == IMAGE_FORMAT_DXT5 );
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// Skip past the alpha palette.
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const char *pAlphaPalette = mergedBlocks;
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const char *pAlphaBits = mergedBlocks + 2;
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// Skip past the alpha pixel bits and past the color palette.
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const char *pColorPalette = pAlphaBits + 6*nBlocks;
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const char *pColorBits = pColorPalette + 4;
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for ( int iBlock=0; iBlock < nBlocks; iBlock++ )
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{
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S3TCBlock_DXT5 *pBlock = ((S3TCBlock_DXT5*)blocks[iBlock]);
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// Remap all of the block's pixels.
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for ( int x=0; x < 4; x++ )
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{
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for ( int y=0; y < 4; y++ )
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{
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int iBasePixel = (y*nBlocks*4 + x + iBlock*4);
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S3PaletteIndex index;
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index.m_ColorIndex = ReadBitInt( pColorBits, iBasePixel * 2, 2 );
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index.m_AlphaIndex = ReadBitInt( pAlphaBits, iBasePixel * 3, 3 );
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S3TC_SetPixelPaletteIndex( format, (char*)pBlock, x, y, index );
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}
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}
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// Copy block 1's palette to block 2.
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pBlock->m_AlphaRef[0] = pAlphaPalette[0];
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pBlock->m_AlphaRef[1] = pAlphaPalette[1];
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pBlock->m_Ref1 = *((unsigned short*)pColorPalette);
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pBlock->m_Ref2 = *((unsigned short*)(pColorPalette + 2));
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}
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}
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}
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S3PaletteIndex S3TC_GetPaletteIndex(
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unsigned char *pFaceData,
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ImageFormat format,
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int imageWidth,
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int x,
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int y )
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{
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char *pBlock = S3TC_GetBlock( pFaceData, format, imageWidth>>2, x>>2, y>>2 );
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return S3TC_GetPixelPaletteIndex( format, pBlock, x&3, y&3 );
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}
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void S3TC_SetPaletteIndex(
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unsigned char *pFaceData,
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ImageFormat format,
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int imageWidth,
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int x,
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int y,
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S3PaletteIndex paletteIndex )
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{
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char *pBlock = S3TC_GetBlock( pFaceData, format, imageWidth>>2, x>>2, y>>2 );
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S3TC_SetPixelPaletteIndex( format, pBlock, x&3, y&3, paletteIndex );
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}
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