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										 |  |  | /* -----------------------------------------------------------------------------
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										 |  |  |     Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk | 
					
						
							|  |  |  |     Copyright (c) 2007 Ignacio Castano                   icastano@nvidia.com | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     Permission is hereby granted, free of charge, to any person obtaining | 
					
						
							|  |  |  |     a copy of this software and associated documentation files (the | 
					
						
							|  |  |  |     "Software"), to deal in the Software without restriction, including | 
					
						
							|  |  |  |     without limitation the rights to use, copy, modify, merge, publish, | 
					
						
							|  |  |  |     distribute, sublicense, and/or sell copies of the Software, and to | 
					
						
							|  |  |  |     permit persons to whom the Software is furnished to do so, subject to | 
					
						
							|  |  |  |     the following conditions: | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     The above copyright notice and this permission notice shall be included | 
					
						
							|  |  |  |     in all copies or substantial portions of the Software. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | 
					
						
							|  |  |  |     OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | 
					
						
							|  |  |  |     MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | 
					
						
							|  |  |  |     IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY | 
					
						
							|  |  |  |     CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, | 
					
						
							|  |  |  |     TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE | 
					
						
							|  |  |  |     SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | 
					
						
							|  |  |  | 
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										 |  |  |    -------------------------------------------------------------------------- */ | 
					
						
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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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							|  |  |  | 
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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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										 |  |  |     // 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 ) | 
					
						
							|  |  |  |         m_metric = Vec4( metric[0], metric[1], metric[2], 1.0f ); | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |         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(); | 
					
						
							|  |  |  |     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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										 |  |  |     // cache some values
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							|  |  |  |     int const count = m_colours->GetCount(); | 
					
						
							|  |  |  |     Vec3 const* values = m_colours->GetPoints(); | 
					
						
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							|  |  |  |     // build the list of dot products
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							|  |  |  |     float dps[16]; | 
					
						
							|  |  |  |     u8* order = ( u8* )m_order + 16*iteration; | 
					
						
							|  |  |  |     for( int i = 0; i < count; ++i ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         dps[i] = Dot( values[i], axis ); | 
					
						
							|  |  |  |         order[i] = ( u8 )i; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     // stable sort using them
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							|  |  |  |     for( int i = 0; i < count; ++i ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         for( int j = i; j > 0 && dps[j] < dps[j - 1]; --j ) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             std::swap( dps[j], dps[j - 1] ); | 
					
						
							|  |  |  |             std::swap( order[j], order[j - 1] ); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     // check this ordering is unique
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							|  |  |  |     for( int it = 0; it < iteration; ++it ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         u8 const* prev = ( u8* )m_order + 16*it; | 
					
						
							|  |  |  |         bool same = true; | 
					
						
							|  |  |  |         for( int i = 0; i < count; ++i ) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             if( order[i] != prev[i] ) | 
					
						
							|  |  |  |             { | 
					
						
							|  |  |  |                 same = false; | 
					
						
							|  |  |  |                 break; | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         if( same ) | 
					
						
							|  |  |  |             return false; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     // copy the ordering and weight all the points
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							|  |  |  |     Vec3 const* unweighted = m_colours->GetPoints(); | 
					
						
							|  |  |  |     float const* weights = m_colours->GetWeights(); | 
					
						
							|  |  |  |     m_xsum_wsum = VEC4_CONST( 0.0f ); | 
					
						
							|  |  |  |     for( int i = 0; i < count; ++i ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         int j = order[i]; | 
					
						
							|  |  |  |         Vec4 p( unweighted[j].X(), unweighted[j].Y(), unweighted[j].Z(), 1.0f ); | 
					
						
							|  |  |  |         Vec4 w( weights[j] ); | 
					
						
							|  |  |  |         Vec4 x = p*w; | 
					
						
							|  |  |  |         m_points_weights[i] = x; | 
					
						
							|  |  |  |         m_xsum_wsum += x; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     return true; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void ClusterFit::Compress3( void* block ) | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |     // declare variables
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							|  |  |  |     int const count = m_colours->GetCount(); | 
					
						
							|  |  |  |     Vec4 const two = VEC4_CONST( 2.0 ); | 
					
						
							|  |  |  |     Vec4 const one = VEC4_CONST( 1.0f ); | 
					
						
							|  |  |  |     Vec4 const half_half2( 0.5f, 0.5f, 0.5f, 0.25f ); | 
					
						
							|  |  |  |     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 ); | 
					
						
							|  |  |  | 
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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 ); | 
					
						
							|  |  |  |     Vec4 bestend = VEC4_CONST( 0.0f ); | 
					
						
							|  |  |  |     Vec4 besterror = m_besterror; | 
					
						
							|  |  |  |     u8 bestindices[16]; | 
					
						
							|  |  |  |     int bestiteration = 0; | 
					
						
							|  |  |  |     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;; ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         // first cluster [0,i) is at the start
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							|  |  |  |         Vec4 part0 = VEC4_CONST( 0.0f ); | 
					
						
							|  |  |  |         for( int i = 0; i < count; ++i ) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             // 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
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							|  |  |  |                 Vec4 part2 = m_xsum_wsum - part1 - part0; | 
					
						
							|  |  |  | 
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							|  |  |  |                 // compute least squares terms directly
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							|  |  |  |                 Vec4 alphax_sum = MultiplyAdd( part1, half_half2, part0 ); | 
					
						
							|  |  |  |                 Vec4 alpha2_sum = alphax_sum.SplatW(); | 
					
						
							|  |  |  | 
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							|  |  |  |                 Vec4 betax_sum = MultiplyAdd( part1, half_half2, part2 ); | 
					
						
							|  |  |  |                 Vec4 beta2_sum = betax_sum.SplatW(); | 
					
						
							|  |  |  | 
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							|  |  |  |                 Vec4 alphabeta_sum = ( part1*half_half2 ).SplatW(); | 
					
						
							|  |  |  | 
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							|  |  |  |                 // compute the least-squares optimal points
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							|  |  |  |                 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 ) ); | 
					
						
							|  |  |  |                 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)
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							|  |  |  |                 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 ); | 
					
						
							|  |  |  | 
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							|  |  |  |                 // apply the metric to the error term
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							|  |  |  |                 Vec4 e5 = e4*m_metric; | 
					
						
							|  |  |  |                 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 ) ) | 
					
						
							|  |  |  |                 { | 
					
						
							|  |  |  |                     beststart = a; | 
					
						
							|  |  |  |                     bestend = b; | 
					
						
							|  |  |  |                     besti = i; | 
					
						
							|  |  |  |                     bestj = j; | 
					
						
							|  |  |  |                     besterror = error; | 
					
						
							|  |  |  |                     bestiteration = iterationIndex; | 
					
						
							|  |  |  |                 } | 
					
						
							|  |  |  | 
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							|  |  |  |                 // advance
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							|  |  |  |                 if( j == count ) | 
					
						
							|  |  |  |                     break; | 
					
						
							|  |  |  |                 part1 += m_points_weights[j]; | 
					
						
							|  |  |  |                 ++j; | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  | 
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							|  |  |  |             // advance
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							|  |  |  |             part0 += m_points_weights[i]; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         // stop if we didn't improve in this iteration
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							|  |  |  |         if( bestiteration != iterationIndex ) | 
					
						
							|  |  |  |             break; | 
					
						
							|  |  |  | 
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							|  |  |  |         // advance if possible
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							|  |  |  |         ++iterationIndex; | 
					
						
							|  |  |  |         if( iterationIndex == m_iterationCount ) | 
					
						
							|  |  |  |             break; | 
					
						
							|  |  |  | 
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							|  |  |  |         // stop if a new iteration is an ordering that has already been tried
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							|  |  |  |         Vec3 axis = ( bestend - beststart ).GetVec3(); | 
					
						
							|  |  |  |         if( !ConstructOrdering( axis, iterationIndex ) ) | 
					
						
							|  |  |  |             break; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     // save the block if necessary
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							|  |  |  |     if( CompareAnyLessThan( besterror, m_besterror ) ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         // remap the indices
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							|  |  |  |         u8 const* order = ( u8* )m_order + 16*bestiteration; | 
					
						
							|  |  |  | 
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							|  |  |  |         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; | 
					
						
							|  |  |  | 
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							|  |  |  |         m_colours->RemapIndices( unordered, bestindices ); | 
					
						
							|  |  |  | 
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							|  |  |  |         // save the block
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							|  |  |  |         WriteColourBlock3( beststart.GetVec3(), bestend.GetVec3(), bestindices, block ); | 
					
						
							|  |  |  | 
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							|  |  |  |         // save the error
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							|  |  |  |         m_besterror = besterror; | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void ClusterFit::Compress4( void* block ) | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |     // declare variables
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							|  |  |  |     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; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                     // 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; | 
					
						
							|  |  |  |                         besterror = error; | 
					
						
							|  |  |  |                         besti = i; | 
					
						
							|  |  |  |                         bestj = j; | 
					
						
							|  |  |  |                         bestk = k; | 
					
						
							|  |  |  |                         bestiteration = iterationIndex; | 
					
						
							|  |  |  |                     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                     // advance
 | 
					
						
							|  |  |  |                     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; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         // 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 < 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
 |