internal static Rgb565 Pack(RgbF32 cl) { return(Pack(cl.R, cl.G, cl.B)); }
internal void Unpack(out RgbF32 cl) { cl.R = RF; cl.G = GF; cl.B = BF; }
private void SpanValues( out RgbF32 r0, out RgbF32 r1 ) { bool hasAlpha = alphaMask != 0; int cSteps = hasAlpha ? 3 : 4; var pC = hasAlpha ? pC3 : pC4; var pD = hasAlpha ? pD3 : pD4; var values = this.qvalues; // Find Min and Max points, as starting point RgbF32 X = UseUniformWeighting ? new RgbF32( 1, 1, 1 ) : new RgbF32( RWeight, GWeight, BWeight ); RgbF32 Y = new RgbF32( 0, 0, 0 ); for( int i = 0; i < values.Length; i++ ) { var v = values[i]; #if COLOR_WEIGHTS if( (alphaMask & (1 << i)) != 0 ) #endif { if( v.R < X.R ) X.R = v.R; if( v.G < X.G ) X.G = v.G; if( v.B < X.B ) X.B = v.B; if( v.R > Y.R ) Y.R = v.R; if( v.G > Y.G ) Y.G = v.G; if( v.B > Y.B ) Y.B = v.B; } } // Diagonal axis RgbF32 AB; AB.R = Y.R - X.R; AB.G = Y.G - X.G; AB.B = Y.B - X.B; float fAB = AB.R * AB.R + AB.G * AB.G + AB.B * AB.B; // Single color block.. no need to root-find if( fAB < float.Epsilon ) { r0 = X; r1 = Y; return; } // Try all four axis directions, to determine which diagonal best fits data float fABInv = 1.0f / fAB; RgbF32 Dir; Dir.R = AB.R * fABInv; Dir.G = AB.G * fABInv; Dir.B = AB.B * fABInv; RgbF32 Mid; Mid.R = (X.R + Y.R) * 0.5f; Mid.G = (X.G + Y.G) * 0.5f; Mid.B = (X.B + Y.B) * 0.5f; fDir[0] = fDir[1] = fDir[2] = fDir[3] = 0.0F; for( int i = 0; i < values.Length; i++ ) { var v = values[i]; RgbF32 Pt; Pt.R = (v.R - Mid.R) * Dir.R; Pt.G = (v.G - Mid.G) * Dir.G; Pt.B = (v.B - Mid.B) * Dir.B; float f; #if COLOR_WEIGHTS f = Pt.R + Pt.G + Pt.B; fDir[0] += v.a * f * f; f = Pt.R + Pt.G - Pt.B; fDir[1] += v.a * f * f; f = Pt.R - Pt.G + Pt.B; fDir[2] += v.a * f * f; f = Pt.R - Pt.G - Pt.B; fDir[3] += v.a * f * f; #else f = Pt.R + Pt.G + Pt.B; fDir[0] += f * f; f = Pt.R + Pt.G - Pt.B; fDir[1] += f * f; f = Pt.R - Pt.G + Pt.B; fDir[2] += f * f; f = Pt.R - Pt.G - Pt.B; fDir[3] += f * f; #endif } float fDirMax = fDir[0]; int iDirMax = 0; for( int iDir = 1; iDir < fDir.Length; iDir++ ) { var d = fDir[iDir]; if( d > fDirMax ) { fDirMax = d; iDirMax = iDir; } } if( (iDirMax & 2) != 0 ) { float f = X.G; X.G = Y.G; Y.G = f; } if( (iDirMax & 1) != 0 ) { float f = X.B; X.B = Y.B; Y.B = f; } // Two color block.. no need to root-find if( fAB < 1.0f / 4096.0f ) { r0 = X; r1 = Y; return; } // Use Newton's Method to find local minima of sum-of-squares error. float fSteps = (float)(cSteps - 1); for( int iIteration = 0; iIteration < 8; iIteration++ ) { // Calculate new steps for( int iStep = 0; iStep < cSteps; iStep++ ) { interpValues[iStep].R = X.R * pC[iStep] + Y.R * pD[iStep]; interpValues[iStep].G = X.G * pC[iStep] + Y.G * pD[iStep]; interpValues[iStep].B = X.B * pC[iStep] + Y.B * pD[iStep]; } // Calculate color direction Dir.R = Y.R - X.R; Dir.G = Y.G - X.G; Dir.B = Y.B - X.B; float fLen = (Dir.R * Dir.R + Dir.G * Dir.G + Dir.B * Dir.B); if( fLen < (1.0f / 4096.0f) ) break; float fScale = fSteps / fLen; Dir.R *= fScale; Dir.G *= fScale; Dir.B *= fScale; // Evaluate function, and derivatives float d2X, d2Y; RgbF32 dX, dY; d2X = d2Y = dX.R = dX.G = dX.B = dY.R = dY.G = dY.B = 0.0f; for( int i = 0; i < values.Length; i++ ) { var v = values[i]; float fDot = (v.R - X.R) * Dir.R + (v.G - X.G) * Dir.G + (v.B - X.B) * Dir.B; int iStep; if( fDot <= 0.0f ) iStep = 0; else if( fDot >= fSteps ) iStep = cSteps - 1; else iStep = (int)(fDot + 0.5f); RgbF32 Diff; Diff.R = interpValues[iStep].R - v.R; Diff.G = interpValues[iStep].G - v.G; Diff.B = interpValues[iStep].B - v.B; #if COLOR_WEIGHTS float fC = pC[iStep] * v.a * (1.0f / 8.0f); float fD = pD[iStep] * v.a * (1.0f / 8.0f); #else float fC = pC[iStep] * (1.0f / 8.0f); float fD = pD[iStep] * (1.0f / 8.0f); #endif // COLOR_WEIGHTS d2X += fC * pC[iStep]; dX.R += fC * Diff.R; dX.G += fC * Diff.G; dX.B += fC * Diff.B; d2Y += fD * pD[iStep]; dY.R += fD * Diff.R; dY.G += fD * Diff.G; dY.B += fD * Diff.B; } // Move endpoints if( d2X > 0.0f ) { float f = -1.0f / d2X; X.R += dX.R * f; X.G += dX.G * f; X.B += dX.B * f; } if( d2Y > 0.0f ) { float f = -1.0f / d2Y; Y.R += dY.R * f; Y.G += dY.G * f; Y.B += dY.B * f; } if( (dX.R * dX.R < fEpsilon) && (dX.G * dX.G < fEpsilon) && (dX.B * dX.B < fEpsilon) && (dY.R * dY.R < fEpsilon) && (dY.G * dY.G < fEpsilon) && (dY.B * dY.B < fEpsilon) ) { break; } } r0 = X; r1 = Y; }
public static void Lerp(out RgbF32 o, RgbF32 a, RgbF32 b, float t) { o.R = a.R + t * (b.R - a.R); o.G = a.G + t * (b.G - a.G); o.B = a.B + t * (b.B - a.B); }
internal void Unpack( out RgbF32 cl ) { cl.R = RF; cl.G = GF; cl.B = BF; }
internal static Rgb565 Pack( RgbF32 cl ) { return Pack( cl.R, cl.G, cl.B ); }
private void SpanValues(out RgbF32 r0, out RgbF32 r1) { bool hasAlpha = alphaMask != 0; int cSteps = hasAlpha ? 3 : 4; var pC = hasAlpha ? pC3 : pC4; var pD = hasAlpha ? pD3 : pD4; var values = this.qvalues; // Find Min and Max points, as starting point RgbF32 X = UseUniformWeighting ? new RgbF32(1, 1, 1) : new RgbF32(RWeight, GWeight, BWeight); RgbF32 Y = new RgbF32(0, 0, 0); for (int i = 0; i < values.Length; i++) { var v = values[i]; #if COLOR_WEIGHTS if ((alphaMask & (1 << i)) != 0) #endif { if (v.R < X.R) { X.R = v.R; } if (v.G < X.G) { X.G = v.G; } if (v.B < X.B) { X.B = v.B; } if (v.R > Y.R) { Y.R = v.R; } if (v.G > Y.G) { Y.G = v.G; } if (v.B > Y.B) { Y.B = v.B; } } } // Diagonal axis RgbF32 AB; AB.R = Y.R - X.R; AB.G = Y.G - X.G; AB.B = Y.B - X.B; float fAB = AB.R * AB.R + AB.G * AB.G + AB.B * AB.B; // Single color block.. no need to root-find if (fAB < float.Epsilon) { r0 = X; r1 = Y; return; } // Try all four axis directions, to determine which diagonal best fits data float fABInv = 1.0f / fAB; RgbF32 Dir; Dir.R = AB.R * fABInv; Dir.G = AB.G * fABInv; Dir.B = AB.B * fABInv; RgbF32 Mid; Mid.R = (X.R + Y.R) * 0.5f; Mid.G = (X.G + Y.G) * 0.5f; Mid.B = (X.B + Y.B) * 0.5f; fDir[0] = fDir[1] = fDir[2] = fDir[3] = 0.0F; for (int i = 0; i < values.Length; i++) { var v = values[i]; RgbF32 Pt; Pt.R = (v.R - Mid.R) * Dir.R; Pt.G = (v.G - Mid.G) * Dir.G; Pt.B = (v.B - Mid.B) * Dir.B; float f; #if COLOR_WEIGHTS f = Pt.R + Pt.G + Pt.B; fDir[0] += v.a * f * f; f = Pt.R + Pt.G - Pt.B; fDir[1] += v.a * f * f; f = Pt.R - Pt.G + Pt.B; fDir[2] += v.a * f * f; f = Pt.R - Pt.G - Pt.B; fDir[3] += v.a * f * f; #else f = Pt.R + Pt.G + Pt.B; fDir[0] += f * f; f = Pt.R + Pt.G - Pt.B; fDir[1] += f * f; f = Pt.R - Pt.G + Pt.B; fDir[2] += f * f; f = Pt.R - Pt.G - Pt.B; fDir[3] += f * f; #endif } float fDirMax = fDir[0]; int iDirMax = 0; for (int iDir = 1; iDir < fDir.Length; iDir++) { var d = fDir[iDir]; if (d > fDirMax) { fDirMax = d; iDirMax = iDir; } } if ((iDirMax & 2) != 0) { float f = X.G; X.G = Y.G; Y.G = f; } if ((iDirMax & 1) != 0) { float f = X.B; X.B = Y.B; Y.B = f; } // Two color block.. no need to root-find if (fAB < 1.0f / 4096.0f) { r0 = X; r1 = Y; return; } // Use Newton's Method to find local minima of sum-of-squares error. float fSteps = (float)(cSteps - 1); for (int iIteration = 0; iIteration < 8; iIteration++) { // Calculate new steps for (int iStep = 0; iStep < cSteps; iStep++) { interpValues[iStep].R = X.R * pC[iStep] + Y.R * pD[iStep]; interpValues[iStep].G = X.G * pC[iStep] + Y.G * pD[iStep]; interpValues[iStep].B = X.B * pC[iStep] + Y.B * pD[iStep]; } // Calculate color direction Dir.R = Y.R - X.R; Dir.G = Y.G - X.G; Dir.B = Y.B - X.B; float fLen = (Dir.R * Dir.R + Dir.G * Dir.G + Dir.B * Dir.B); if (fLen < (1.0f / 4096.0f)) { break; } float fScale = fSteps / fLen; Dir.R *= fScale; Dir.G *= fScale; Dir.B *= fScale; // Evaluate function, and derivatives float d2X, d2Y; RgbF32 dX, dY; d2X = d2Y = dX.R = dX.G = dX.B = dY.R = dY.G = dY.B = 0.0f; for (int i = 0; i < values.Length; i++) { var v = values[i]; float fDot = (v.R - X.R) * Dir.R + (v.G - X.G) * Dir.G + (v.B - X.B) * Dir.B; int iStep; if (fDot <= 0.0f) { iStep = 0; } else if (fDot >= fSteps) { iStep = cSteps - 1; } else { iStep = (int)(fDot + 0.5f); } RgbF32 Diff; Diff.R = interpValues[iStep].R - v.R; Diff.G = interpValues[iStep].G - v.G; Diff.B = interpValues[iStep].B - v.B; #if COLOR_WEIGHTS float fC = pC[iStep] * v.a * (1.0f / 8.0f); float fD = pD[iStep] * v.a * (1.0f / 8.0f); #else float fC = pC[iStep] * (1.0f / 8.0f); float fD = pD[iStep] * (1.0f / 8.0f); #endif // COLOR_WEIGHTS d2X += fC * pC[iStep]; dX.R += fC * Diff.R; dX.G += fC * Diff.G; dX.B += fC * Diff.B; d2Y += fD * pD[iStep]; dY.R += fD * Diff.R; dY.G += fD * Diff.G; dY.B += fD * Diff.B; } // Move endpoints if (d2X > 0.0f) { float f = -1.0f / d2X; X.R += dX.R * f; X.G += dX.G * f; X.B += dX.B * f; } if (d2Y > 0.0f) { float f = -1.0f / d2Y; Y.R += dY.R * f; Y.G += dY.G * f; Y.B += dY.B * f; } if ((dX.R * dX.R < fEpsilon) && (dX.G * dX.G < fEpsilon) && (dX.B * dX.B < fEpsilon) && (dY.R * dY.R < fEpsilon) && (dY.G * dY.G < fEpsilon) && (dY.B * dY.B < fEpsilon)) { break; } } r0 = X; r1 = Y; }
public BC1Block Encode() { BC1Block ret; if (alphaMask == 0xFFFF) { ret.PackedValue = BC1Block.TransparentValue; return(ret); } QuantizeValues(); RgbF32 r0, r1; SpanValues(out r0, out r1); //quantize the endpoints bool weightValues = !UseUniformWeighting; if (weightValues) { r0.R *= RInvWeight; r0.G *= GInvWeight; r0.B *= BInvWeight; r1.R *= RInvWeight; r1.G *= GInvWeight; r1.B *= BInvWeight; } var pr0 = Rgb565.Pack(r0); var pr1 = Rgb565.Pack(r1); if (alphaMask == 0 && pr0.PackedValue == pr1.PackedValue) { return(new BC1Block(pr0, pr1)); } pr0.Unpack(out r0); pr1.Unpack(out r1); if (weightValues) { r0.R *= RWeight; r0.G *= GWeight; r0.B *= BWeight; r1.R *= RWeight; r1.G *= GWeight; r1.B *= BWeight; } //interp out the steps RgbF32 s0; if ((alphaMask != 0) == (pr0.PackedValue <= pr1.PackedValue)) { ret = new BC1Block(pr0, pr1); interpValues[0] = s0 = r0; interpValues[1] = r1; } else { ret = new BC1Block(pr1, pr0); interpValues[0] = s0 = r1; interpValues[1] = r0; } uint[] pSteps; if (alphaMask != 0) { pSteps = pSteps3; RgbF32.Lerp(out interpValues[2], interpValues[0], interpValues[1], 0.5F); } else { pSteps = pSteps4; RgbF32.Lerp(out interpValues[2], interpValues[0], interpValues[1], 1.0F / 3.0F); RgbF32.Lerp(out interpValues[3], interpValues[0], interpValues[1], 2.0F / 3.0F); } //find the best values RgbF32 dir; dir.R = interpValues[1].R - s0.R; dir.G = interpValues[1].G - s0.G; dir.B = interpValues[1].B - s0.B; float fSteps = alphaMask != 0 ? 2 : 3; float fScale = (pr0.PackedValue != pr1.PackedValue) ? (fSteps / (dir.R * dir.R + dir.G * dir.G + dir.B * dir.B)) : 0.0F; dir.R *= fScale; dir.G *= fScale; dir.B *= fScale; bool dither = DitherRgb; if (dither) { if (error == null) { error = new RgbF32[16]; } else { Array.Clear(error, 0, 16); } } for (int i = 0; i < values.Length; i++) { if ((alphaMask & (1 << i)) != 0) { ret.PackedValue |= 3U << (32 + i * 2); } else { var cl = values[i]; if (weightValues) { cl.R *= RWeight; cl.G *= GWeight; cl.B *= BWeight; } if (dither) { var e = error[i]; cl.R += e.R; cl.G += e.G; cl.B += e.B; } float fDot = (cl.R - s0.R) * dir.R + (cl.G - s0.G) * dir.G + (cl.B - s0.B) * dir.B; uint iStep; if (fDot <= 0) { iStep = 0; } else if (fDot >= fSteps) { iStep = 1; } else { iStep = pSteps[(int)(fDot + 0.5F)]; } ret.PackedValue |= (ulong)iStep << (32 + i * 2); if (dither) { RgbF32 e, d, interp = interpValues[iStep]; d.R = cl.R - interp.R; d.G = cl.G - interp.G; d.B = cl.B - interp.B; if ((i & 3) != 3) { e = error[i + 1]; e.R += d.R * (7.0F / 16.0F); e.G += d.G * (7.0F / 16.0F); e.B += d.B * (7.0F / 16.0F); error[i + 1] = e; } if (i < 12) { if ((i & 3) != 0) { e = error[i + 3]; e.R += d.R * (3.0F / 16.0F); e.G += d.G * (3.0F / 16.0F); e.B += d.B * (3.0F / 16.0F); error[i + 3] = e; } e = error[i + 4]; e.R += d.R * (5.0F / 16.0F); e.G += d.G * (5.0F / 16.0F); e.B += d.B * (5.0F / 16.0F); error[i + 4] = e; if (3 != (i & 3)) { e = error[i + 5]; e.R += d.R * (1.0F / 16.0F); e.G += d.G * (1.0F / 16.0F); e.B += d.B * (1.0F / 16.0F); error[i + 5] = e; } } } } } return(ret); }
public static void Lerp( out RgbF32 o, RgbF32 a, RgbF32 b, float t ) { o.R = a.R + t * (b.R - a.R); o.G = a.G + t * (b.G - a.G); o.B = a.B + t * (b.B - a.B); }