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								/* -----------------------------------------------------------------------------
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								    Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk
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								    Copyright (c) 2007 Ignacio Castano                   icastano@nvidia.com
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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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											2016-10-13 21:52:16 +02:00
										 
									 
								 
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								#include "clusterfit.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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								ClusterFit::ClusterFit( ColourSet const* colours, int flags, float* metric )
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								  : ColourFit( colours, flags )
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								{
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								    // set the iteration count
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								    m_iterationCount = ( m_flags & kColourIterativeClusterFit ) ? kMaxIterations : 1;
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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 = Vec4( metric[0], metric[1], metric[2], 1.0f );
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								    else
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								        m_metric = VEC4_CONST( 1.0f );
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								    // initialise the best error
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								    m_besterror = VEC4_CONST( 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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								    // get the covariance matrix
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								    Sym3x3 covariance = ComputeWeightedCovariance( count, values, m_colours->GetWeights() );
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								    // compute the principle component
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								    m_principle = ComputePrincipleComponent( covariance );
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								}
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								bool ClusterFit::ConstructOrdering( Vec3 const& axis, int iteration )
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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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								    // build the list of dot products
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								    float dps[16];
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								    u8* order = ( u8* )m_order + 16*iteration;
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								    for( int i = 0; i < count; ++i )
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								    {
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								        dps[i] = Dot( values[i], axis );
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								        order[i] = ( u8 )i;
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								    }
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								    // stable sort using them
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								    for( int i = 0; i < count; ++i )
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								    {
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								        for( int j = i; j > 0 && dps[j] < dps[j - 1]; --j )
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								        {
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								            std::swap( dps[j], dps[j - 1] );
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								            std::swap( order[j], order[j - 1] );
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								        }
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								    }
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								    // check this ordering is unique
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								    for( int it = 0; it < iteration; ++it )
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								    {
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								        u8 const* prev = ( u8* )m_order + 16*it;
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								        bool same = true;
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								        for( int i = 0; i < count; ++i )
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								        {
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								            if( order[i] != prev[i] )
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								            {
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								                same = false;
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								                break;
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								            }
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								        }
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								        if( same )
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								            return false;
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								    }
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								    // copy the ordering and weight all the points
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								    Vec3 const* unweighted = m_colours->GetPoints();
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								    float const* weights = m_colours->GetWeights();
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								    m_xsum_wsum = VEC4_CONST( 0.0f );
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								    for( int i = 0; i < count; ++i )
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								    {
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								        int j = order[i];
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								        Vec4 p( unweighted[j].X(), unweighted[j].Y(), unweighted[j].Z(), 1.0f );
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								        Vec4 w( weights[j] );
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								        Vec4 x = p*w;
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								        m_points_weights[i] = x;
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								        m_xsum_wsum += x;
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								    }
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								    return true;
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								}
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								void ClusterFit::Compress3( void* block )
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								{
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								    // declare variables
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								    int const count = m_colours->GetCount();
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								    Vec4 const two = VEC4_CONST( 2.0 );
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								    Vec4 const one = VEC4_CONST( 1.0f );
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								    Vec4 const half_half2( 0.5f, 0.5f, 0.5f, 0.25f );
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								    Vec4 const zero = VEC4_CONST( 0.0f );
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								    Vec4 const half = VEC4_CONST( 0.5f );
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								    Vec4 const grid( 31.0f, 63.0f, 31.0f, 0.0f );
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								    Vec4 const gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f, 0.0f );
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								    // prepare an ordering using the principle axis
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								    ConstructOrdering( m_principle, 0 );
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								    // check all possible clusters and iterate on the total order
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								    Vec4 beststart = VEC4_CONST( 0.0f );
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								    Vec4 bestend = VEC4_CONST( 0.0f );
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								    Vec4 besterror = m_besterror;
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								    u8 bestindices[16];
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								    int bestiteration = 0;
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								    int besti = 0, bestj = 0;
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								    // loop over iterations (we avoid the case that all points in first or last cluster)
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								    for( int iterationIndex = 0;; )
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								    {
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								        // first cluster [0,i) is at the start
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								        Vec4 part0 = VEC4_CONST( 0.0f );
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								        for( int i = 0; i < count; ++i )
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								        {
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								            // second cluster [i,j) is half along
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								            Vec4 part1 = ( i == 0 ) ? m_points_weights[0] : VEC4_CONST( 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            int jmin = ( i == 0 ) ? 1 : i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            for( int j = jmin;; )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // last cluster [j,count) is at the end
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 part2 = m_xsum_wsum - part1 - part0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // compute least squares terms directly
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 alphax_sum = MultiplyAdd( part1, half_half2, part0 );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 alpha2_sum = alphax_sum.SplatW();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 betax_sum = MultiplyAdd( part1, half_half2, part2 );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 beta2_sum = betax_sum.SplatW();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 alphabeta_sum = ( part1*half_half2 ).SplatW();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // compute the least-squares optimal points
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 factor = Reciprocal( NegativeMultiplySubtract( alphabeta_sum, alphabeta_sum, alpha2_sum*beta2_sum ) );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 a = NegativeMultiplySubtract( betax_sum, alphabeta_sum, alphax_sum*beta2_sum )*factor;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 b = NegativeMultiplySubtract( alphax_sum, alphabeta_sum, betax_sum*alpha2_sum )*factor;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // clamp to the grid
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                a = Min( one, Max( zero, a ) );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                b = Min( one, Max( zero, b ) );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                a = Truncate( MultiplyAdd( grid, a, half ) )*gridrcp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                b = Truncate( MultiplyAdd( grid, b, half ) )*gridrcp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // compute the error (we skip the constant xxsum)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 e1 = MultiplyAdd( a*a, alpha2_sum, b*b*beta2_sum );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 e2 = NegativeMultiplySubtract( a, alphax_sum, a*b*alphabeta_sum );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 e3 = NegativeMultiplySubtract( b, betax_sum, e2 );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 e4 = MultiplyAdd( two, e3, e1 );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // apply the metric to the error term
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 e5 = e4*m_metric;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 error = e5.SplatX() + e5.SplatY() + e5.SplatZ();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // keep the solution if it wins
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if( CompareAnyLessThan( error, besterror ) )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    beststart = a;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    bestend = b;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    besti = i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    bestj = j;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    besterror = error;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    bestiteration = iterationIndex;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // advance
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if( j == count )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                part1 += m_points_weights[j];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                ++j;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            // advance
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            part0 += m_points_weights[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // stop if we didn't improve in this iteration
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if( bestiteration != iterationIndex )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // advance if possible
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ++iterationIndex;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if( iterationIndex == m_iterationCount )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // stop if a new iteration is an ordering that has already been tried
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vec3 axis = ( bestend - beststart ).GetVec3();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if( !ConstructOrdering( axis, iterationIndex ) )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // save the block if necessary
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if( CompareAnyLessThan( besterror, m_besterror ) )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // remap the indices
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        u8 const* order = ( u8* )m_order + 16*bestiteration;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        u8 unordered[16];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int m = 0; m < besti; ++m )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            unordered[order[m]] = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int m = besti; m < bestj; ++m )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            unordered[order[m]] = 2;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int m = bestj; m < count; ++m )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            unordered[order[m]] = 1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        m_colours->RemapIndices( unordered, bestindices );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // save the block
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        WriteColourBlock3( beststart.GetVec3(), bestend.GetVec3(), bestindices, block );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // save the error
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        m_besterror = besterror;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ClusterFit::Compress4( void* block )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							
								
									
										
										
										
											2016-10-13 21:52:16 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    // declare variables
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    int const count = m_colours->GetCount();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const two = VEC4_CONST( 2.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const one = VEC4_CONST( 1.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const onethird_onethird2( 1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f, 1.0f/9.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const twothirds_twothirds2( 2.0f/3.0f, 2.0f/3.0f, 2.0f/3.0f, 4.0f/9.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const twonineths = VEC4_CONST( 2.0f/9.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const zero = VEC4_CONST( 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const half = VEC4_CONST( 0.5f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const grid( 31.0f, 63.0f, 31.0f, 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 const gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f, 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // prepare an ordering using the principle axis
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ConstructOrdering( m_principle, 0 );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // check all possible clusters and iterate on the total order
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 beststart = VEC4_CONST( 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 bestend = VEC4_CONST( 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec4 besterror = m_besterror;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    u8 bestindices[16];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    int bestiteration = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    int besti = 0, bestj = 0, bestk = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // loop over iterations (we avoid the case that all points in first or last cluster)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    for( int iterationIndex = 0;; )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // first cluster [0,i) is at the start
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vec4 part0 = VEC4_CONST( 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int i = 0; i < count; ++i )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            // second cluster [i,j) is one third along
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            Vec4 part1 = VEC4_CONST( 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            for( int j = i;; )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // third cluster [j,k) is two thirds along
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                Vec4 part2 = ( j == 0 ) ? m_points_weights[0] : VEC4_CONST( 0.0f );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                int kmin = ( j == 0 ) ? 1 : j;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                for( int k = kmin;; )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    // last cluster [k,count) is at the end
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 part3 = m_xsum_wsum - part2 - part1 - part0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    // compute least squares terms directly
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 const alphax_sum = MultiplyAdd( part2, onethird_onethird2, MultiplyAdd( part1, twothirds_twothirds2, part0 ) );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 const alpha2_sum = alphax_sum.SplatW();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 const betax_sum = MultiplyAdd( part1, onethird_onethird2, MultiplyAdd( part2, twothirds_twothirds2, part3 ) );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 const beta2_sum = betax_sum.SplatW();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 const alphabeta_sum = twonineths*( part1 + part2 ).SplatW();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    // compute the least-squares optimal points
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 factor = Reciprocal( NegativeMultiplySubtract( alphabeta_sum, alphabeta_sum, alpha2_sum*beta2_sum ) );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 a = NegativeMultiplySubtract( betax_sum, alphabeta_sum, alphax_sum*beta2_sum )*factor;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 b = NegativeMultiplySubtract( alphax_sum, alphabeta_sum, betax_sum*alpha2_sum )*factor;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    // clamp to the grid
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								                    a = Min( one, Max( zero, a ) );
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    b = Min( one, Max( zero, b ) );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    a = Truncate( MultiplyAdd( grid, a, half ) )*gridrcp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    b = Truncate( MultiplyAdd( grid, b, half ) )*gridrcp;
							 | 
						
					
						
							| 
								
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							 | 
							
							
								                    // compute the error (we skip the constant xxsum)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 e1 = MultiplyAdd( a*a, alpha2_sum, b*b*beta2_sum );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 e2 = NegativeMultiplySubtract( a, alphax_sum, a*b*alphabeta_sum );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec4 e3 = NegativeMultiplySubtract( b, betax_sum, e2 );
							 | 
						
					
						
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							 | 
							
							
								                    Vec4 e4 = MultiplyAdd( two, e3, e1 );
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							 | 
							
							
								                    // apply the metric to the error term
							 | 
						
					
						
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							 | 
							
							
								                    Vec4 e5 = e4*m_metric;
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
							
								                    Vec4 error = e5.SplatX() + e5.SplatY() + e5.SplatZ();
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								                    // keep the solution if it wins
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							 | 
							
							
								                    if( CompareAnyLessThan( error, besterror ) )
							 | 
						
					
						
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							 | 
							
								
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							 | 
							
							
								                    {
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							 | 
							
							
								                        beststart = a;
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							 | 
							
								
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							 | 
							
							
								                        bestend = b;
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
							
								                        besterror = error;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        besti = i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        bestj = j;
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        bestk = k;
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        bestiteration = iterationIndex;
							 | 
						
					
						
							| 
								
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							 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    // advance
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								                    if( k == count )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    part2 += m_points_weights[k];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    ++k;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // advance
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if( j == count )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                part1 += m_points_weights[j];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                ++j;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            // advance
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            part0 += m_points_weights[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // stop if we didn't improve in this iteration
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if( bestiteration != iterationIndex )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
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							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // advance if possible
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ++iterationIndex;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if( iterationIndex == m_iterationCount )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
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							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // stop if a new iteration is an ordering that has already been tried
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vec3 axis = ( bestend - beststart ).GetVec3();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if( !ConstructOrdering( axis, iterationIndex ) )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // save the block if necessary
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if( CompareAnyLessThan( besterror, m_besterror ) )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // remap the indices
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        u8 const* order = ( u8* )m_order + 16*bestiteration;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        u8 unordered[16];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int m = 0; m < besti; ++m )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            unordered[order[m]] = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int m = besti; m < bestj; ++m )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            unordered[order[m]] = 2;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int m = bestj; m < bestk; ++m )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            unordered[order[m]] = 3;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for( int m = bestk; m < count; ++m )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            unordered[order[m]] = 1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        m_colours->RemapIndices( unordered, bestindices );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // save the block
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        WriteColourBlock4( beststart.GetVec3(), bestend.GetVec3(), bestindices, block );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // save the error
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        m_besterror = besterror;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								} // namespace squish
							 |