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								/* -----------------------------------------------------------------------------
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								    Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk
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								    Permission is hereby granted, free of charge, to any person obtaining
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								    a copy of this software and associated documentation files (the
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								    "Software"), to deal in the Software without restriction, including
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								    without limitation the rights to use, copy, modify, merge, publish,
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								    distribute, sublicense, and/or sell copies of the Software, and to
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								    permit persons to whom the Software is furnished to do so, subject to
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								    the following conditions:
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								    The above copyright notice and this permission notice shall be included
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								    in all copies or substantial portions of the Software.
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								    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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								    OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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								    MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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								    IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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								    CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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								    TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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								    SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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								   -------------------------------------------------------------------------- */
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											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 "rangefit.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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								RangeFit::RangeFit( ColourSet const* colours, int flags, float* metric )
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								  : ColourFit( colours, flags )
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								{
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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 = Vec3( metric[0], metric[1], metric[2] );
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								    else
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								        m_metric = Vec3( 1.0f );
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								    // initialise the best error
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								    m_besterror = 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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								    float const* weights = m_colours->GetWeights();
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								    // get the covariance matrix
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								    Sym3x3 covariance = ComputeWeightedCovariance( count, values, weights );
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								    // compute the principle component
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								    Vec3 principle = ComputePrincipleComponent( covariance );
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								    // get the min and max range as the codebook endpoints
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								    Vec3 start( 0.0f );
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								    Vec3 end( 0.0f );
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								    if( count > 0 )
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								    {
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								        float min, max;
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								        // compute the range
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								        start = end = values[0];
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								        min = max = Dot( values[0], principle );
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								        for( int i = 1; i < count; ++i )
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								        {
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								            float val = Dot( values[i], principle );
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								            if( val < min )
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								            {
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								                start = values[i];
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								                min = val;
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								            }
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								            else if( val > max )
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								            {
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								                end = values[i];
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								                max = val;
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								            }
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								        }
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								    }
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								    // clamp the output to [0, 1]
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								    Vec3 const one( 1.0f );
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								    Vec3 const zero( 0.0f );
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								    start = Min( one, Max( zero, start ) );
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								    end = Min( one, Max( zero, end ) );
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								    // clamp to the grid and save
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								    Vec3 const grid( 31.0f, 63.0f, 31.0f );
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								    Vec3 const gridrcp( 1.0f/31.0f, 1.0f/63.0f, 1.0f/31.0f );
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								    Vec3 const half( 0.5f );
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								    m_start = Truncate( grid*start + half )*gridrcp;
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								    m_end = Truncate( grid*end + half )*gridrcp;
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								}
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								void RangeFit::Compress3( void* block )
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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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								    // create a codebook
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								    Vec3 codes[3];
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								    codes[0] = m_start;
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								    codes[1] = m_end;
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								    codes[2] = 0.5f*m_start + 0.5f*m_end;
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								    // match each point to the closest code
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								    u8 closest[16];
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								    float error = 0.0f;
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								    for( int i = 0; i < count; ++i )
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								    {
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								        // find the closest code
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								        float dist = FLT_MAX;
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								        int idx = 0;
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								        for( int j = 0; j < 3; ++j )
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								        {
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								            float d = LengthSquared( m_metric*( values[i] - codes[j] ) );
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								            if( d < dist )
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								            {
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								                dist = d;
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								                idx = j;
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								            }
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								        }
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								        // save the index
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								        closest[i] = ( u8 )idx;
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								        // accumulate the error
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								        error += dist;
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								    }
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								    // save this scheme if it wins
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								    if( error < m_besterror )
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								    {
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								        // remap the indices
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								        u8 indices[16];
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								        m_colours->RemapIndices( closest, indices );
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								        // save the block
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								        WriteColourBlock3( m_start, m_end, indices, block );
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								        // save the error
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								        m_besterror = error;
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								    }
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								}
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								void RangeFit::Compress4( void* block )
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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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								    // create a codebook
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								    Vec3 codes[4];
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								    codes[0] = m_start;
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								    codes[1] = m_end;
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								    codes[2] = ( 2.0f/3.0f )*m_start + ( 1.0f/3.0f )*m_end;
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								    codes[3] = ( 1.0f/3.0f )*m_start + ( 2.0f/3.0f )*m_end;
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								    // match each point to the closest code
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								    u8 closest[16];
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								    float error = 0.0f;
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								    for( int i = 0; i < count; ++i )
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								    {
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								        // find the closest code
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								        float dist = FLT_MAX;
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								        int idx = 0;
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								        for( int j = 0; j < 4; ++j )
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								        {
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								            float d = LengthSquared( m_metric*( values[i] - codes[j] ) );
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								            if( d < dist )
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								            {
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								                dist = d;
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								                idx = j;
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								            }
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								        }
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								        // save the index
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								        closest[i] = ( u8 )idx;
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								        // accumulate the error
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								        error += dist;
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								    }
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								    // save this scheme if it wins
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								    if( error < m_besterror )
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								    {
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								        // remap the indices
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								        u8 indices[16];
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								        m_colours->RemapIndices( closest, indices );
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								        // save the block
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								        WriteColourBlock4( m_start, m_end, indices, block );
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								        // save the error
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								        m_besterror = error;
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								    }
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								}
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								} // namespace squish
							 |