コード例 #1
0
        public override void Compress3(ref byte[] block, int offset)
        {
            // build the table of lookups
            SingleColourLookup[][] lookups = new SingleColourLookup[][]
            {
                SingleColourLookupIns.lookup_5_3,
                SingleColourLookupIns.lookup_6_3,
                SingleColourLookupIns.lookup_5_3
            };

            // find the best end-points and index
            ComputeEndPoints(lookups);

            // build the block if we win
            if (m_error < m_besterror)
            {
                // remap the indices
                byte[] indices = new byte[16];
                m_colours.RemapIndices(new byte[] { m_index }, indices);

                // save the block
                ColourBlock.WriteColourBlock3(m_start, m_end, indices, ref block, offset);

                // save the error
                m_besterror = m_error;
            }
        }
コード例 #2
0
        public override void Compress3(ref byte[] block, int offset)
        {
            // cache some values
            int count = m_colours.Count;

            Vector3[] values = m_colours.Points;

            // create a codebook
            Vector3[] codes = new Vector3[3];
            codes[0] = m_start;
            codes[1] = m_end;
            codes[2] = 0.5f * m_start + 0.5f * m_end;

            // match each point to the closest code
            byte[] closest = new byte[16];
            float  error   = 0.0f;

            for (int i = 0; i < count; ++i)
            {
                // find the closest code
                float dist = float.MaxValue;
                int   idx  = 0;
                for (int j = 0; j < 3; ++j)
                {
                    float d = (m_metric * (values[i] - codes[j])).LengthSquared();
                    if (d < dist)
                    {
                        dist = d;
                        idx  = j;
                    }
                }

                // save the index
                closest[i] = (byte)idx;

                // accumulate the error
                error += dist;
            }

            // save this scheme if it wins
            if (error < m_besterror)
            {
                // remap the indices
                byte[] indices = new byte[16];
                m_colours.RemapIndices(closest, indices);

                // save the block
                ColourBlock.WriteColourBlock3(m_start, m_end, indices, ref block, offset);

                // save the error
                m_besterror = error;
            }
        }
コード例 #3
0
        public override void Compress3(ref byte[] block, int offset)
        {
            // declare variables
            int     count      = m_colours.Count;
            Vector4 two        = new Vector4(2.0f);
            Vector4 one        = new Vector4(1.0f);
            Vector4 half_half2 = new Vector4(0.5f, 0.5f, 0.5f, 0.25f);
            Vector4 zero       = new Vector4(0.0f);
            Vector4 half       = new Vector4(0.5f);
            Vector4 grid       = new Vector4(31.0f, 63.0f, 31.0f, 0.0f);
            Vector4 gridrcp    = new Vector4(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
            Vector4 beststart = new Vector4(0.0f);
            Vector4 bestend   = new Vector4(0.0f);
            Vector4 besterror = m_besterror;

            byte[] bestindices = new byte[16];
            int    bestiteration = 0;
            int    besti = 0, bestj = 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
                Vector4 part0 = new Vector4(0.0f);
                for (int i = 0; i < count; ++i)
                {
                    // second cluster [i,j) is half along
                    Vector4 part1 = (i == 0) ? m_points_weights[0] : new Vector4(0.0f);
                    int     jmin  = (i == 0) ? 1 : i;
                    for (int j = jmin; ;)
                    {
                        // last cluster [j,count) is at the end
                        Vector4 part2 = m_xsum_wsum - part1 - part0;

                        // compute least squares terms directly
                        Vector4 alphax_sum = Helpers.MultiplyAdd(part1, half_half2, part0);
                        Vector4 alpha2_sum = alphax_sum.SplatW();

                        Vector4 betax_sum = Helpers.MultiplyAdd(part1, half_half2, part2);
                        Vector4 beta2_sum = betax_sum.SplatW();

                        Vector4 alphabeta_sum = (part1 * half_half2).SplatW();

                        // compute the least-squares optimal points
                        Vector4 factor = Helpers.Reciprocal(Helpers.NegativeMultiplySubtract(alphabeta_sum, alphabeta_sum, alpha2_sum * beta2_sum));
                        Vector4 a      = Helpers.NegativeMultiplySubtract(betax_sum, alphabeta_sum, alphax_sum * beta2_sum) * factor;
                        Vector4 b      = Helpers.NegativeMultiplySubtract(alphax_sum, alphabeta_sum, betax_sum * alpha2_sum) * factor;

                        // clamp to the grid
                        a = Vector4.Min(one, Vector4.Max(zero, a));
                        b = Vector4.Min(one, Vector4.Max(zero, b));
                        a = Helpers.Truncate(Helpers.MultiplyAdd(grid, a, half)) * gridrcp;
                        b = Helpers.Truncate(Helpers.MultiplyAdd(grid, b, half)) * gridrcp;

                        // compute the error (we skip the constant xxsum)
                        Vector4 e1 = Helpers.MultiplyAdd(a * a, alpha2_sum, b * b * beta2_sum);
                        Vector4 e2 = Helpers.NegativeMultiplySubtract(a, alphax_sum, a * b * alphabeta_sum);
                        Vector4 e3 = Helpers.NegativeMultiplySubtract(b, betax_sum, e2);
                        Vector4 e4 = Helpers.MultiplyAdd(two, e3, e1);

                        // apply the metric to the error term
                        Vector4 e5    = e4 * m_metric;
                        Vector4 error = e5.SplatX() + e5.SplatY() + e5.SplatZ();

                        // keep the solution if it wins
                        if (Helpers.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
                Vector3 axis = (bestend - beststart).ToVector3();
                if (!ConstructOrdering(axis, iterationIndex))
                {
                    break;
                }
            }

            // save the block if necessary
            if (Helpers.CompareAnyLessThan(besterror, m_besterror))
            {
                byte[] unordered = new byte[16];
                for (int m = 0; m < besti; ++m)
                {
                    unordered[m_order[(16 * bestiteration) + m]] = 0;
                }
                for (int m = besti; m < bestj; ++m)
                {
                    unordered[m_order[(16 * bestiteration) + m]] = 2;
                }
                for (int m = bestj; m < count; ++m)
                {
                    unordered[m_order[(16 * bestiteration) + m]] = 1;
                }

                m_colours.RemapIndices(unordered, bestindices);

                // save the block
                ColourBlock.WriteColourBlock3(beststart.ToVector3(), bestend.ToVector3(), bestindices, ref block, offset);

                // save the error
                m_besterror = besterror;
            }
        }