Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifdef _WIN32
#include <windows.h>
#endif
#include "bitmap/imageformat.h"
#include "basetypes.h"
#include "tier0/dbg.h"
#include <malloc.h>
#include <memory.h>
#include "nvtc.h"
#include "mathlib/mathlib.h"
#include "mathlib/vector.h"
#include "utlmemory.h"
#include "tier1/strtools.h"
#include "s3tc_decode.h"
#include "utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// This is in s3tc.lib. Nvidia added it specially for us. It can be set to 4, 8, or 12.
// When set to 8 or 12, it generates a palette given an 8x4 or 12x4 texture.
extern int S3TC_BLOCK_WIDTH;
class S3Palette
{
public:
S3RGBA m_Colors[4];
};
class S3TCBlock_DXT1
{
public:
unsigned short m_Ref1; // The two colors that this block blends betwixt.
unsigned short m_Ref2;
unsigned int m_PixelBits;
};
class S3TCBlock_DXT5
{
public:
unsigned char m_AlphaRef[2];
unsigned char m_AlphaBits[6];
unsigned short m_Ref1; // The two colors that this block blends betwixt.
unsigned short m_Ref2;
unsigned int m_PixelBits;
};
// ------------------------------------------------------------------------------------------ //
// S3TCBlock
// ------------------------------------------------------------------------------------------ //
int ReadBitInt( const char *pBits, int iBaseBit, int nBits )
{
int ret = 0;
for ( int i=0; i < nBits; i++ )
{
int iBit = iBaseBit + i;
int val = ((pBits[iBit>>3] >> (iBit&7)) & 1) << i;
ret |= val;
}
return ret;
}
void WriteBitInt( char *pBits, int iBaseBit, int nBits, int val )
{
for ( int i=0; i < nBits; i++ )
{
int iBit = iBaseBit + i;
pBits[iBit>>3] &= ~(1 << (iBit & 7));
if ( (val >> i) & 1 )
pBits[iBit>>3] |= (1 << (iBit & 7));
}
}
int S3TC_BytesPerBlock( ImageFormat format )
{
if ( format == IMAGE_FORMAT_DXT1 || format == IMAGE_FORMAT_ATI1N )
{
return 8;
}
else
{
Assert( format == IMAGE_FORMAT_DXT5 || format == IMAGE_FORMAT_ATI2N );
return 16;
}
}
/*
// We're not using this, but I'll keep it around for reference.
void S3TC_BuildPalette( ImageFormat format, const char *pS3Block, S3RGBA palette[4] )
{
if ( format == IMAGE_FORMAT_DXT1 )
{
const S3TCBlock_DXT1 *pBlock = reinterpret_cast<const S3TCBlock_DXT1 *>( pS3Block );
palette[0] = S3TC_RGBAFrom565( pBlock->m_Ref1, 255 );
if ( pBlock->m_Ref1 <= pBlock->m_Ref2 )
{
// Opaque and transparent texels are defined. The lookup is 3 colors. 11 means
// a black, transparent pixel.
palette[1] = S3TC_RGBAFrom565( pBlock->m_Ref2, 255 );
palette[2] = S3TC_RGBABlend( palette[0], palette[1], 1, 1, 2 );
palette[3].r = palette[3].g = palette[3].b = palette[3].a = 0;
}
else
{
// Only opaque texels are defined. The lookup is 4 colors.
palette[1] = S3TC_RGBAFrom565( pBlock->m_Ref2, 255 );
palette[2] = S3TC_RGBABlend( palette[0], palette[1], 2, 1, 3 );
palette[3] = S3TC_RGBABlend( palette[0], palette[1], 1, 2, 3 );
}
}
else
{
Assert( format == IMAGE_FORMAT_DXT5 );
}
}
*/
S3PaletteIndex S3TC_GetPixelPaletteIndex( ImageFormat format, const char *pS3Block, int x, int y )
{
Assert( x >= 0 && x < 4 );
Assert( y >= 0 && y < 4 );
int iQuadPixel = y*4 + x;
S3PaletteIndex ret = { 0, 0 };
if ( format == IMAGE_FORMAT_DXT1 )
{
const S3TCBlock_DXT1 *pBlock = reinterpret_cast<const S3TCBlock_DXT1 *>( pS3Block );
ret.m_ColorIndex = (pBlock->m_PixelBits >> (iQuadPixel << 1)) & 3;
ret.m_AlphaIndex = 0;
}
else
{
Assert( format == IMAGE_FORMAT_DXT5 );
const S3TCBlock_DXT5 *pBlock = reinterpret_cast<const S3TCBlock_DXT5 *>( pS3Block );
int64 &alphaBits = *((int64*)pBlock->m_AlphaBits);
ret.m_ColorIndex = (unsigned char)((pBlock->m_PixelBits >> (iQuadPixel << 1)) & 3);
ret.m_AlphaIndex = (unsigned char)((alphaBits >> (iQuadPixel * 3)) & 7);
}
return ret;
}
void S3TC_SetPixelPaletteIndex( ImageFormat format, char *pS3Block, int x, int y, S3PaletteIndex iPaletteIndex )
{
Assert( x >= 0 && x < 4 );
Assert( y >= 0 && y < 4 );
Assert( iPaletteIndex.m_ColorIndex >= 0 && iPaletteIndex.m_ColorIndex < 4 );
Assert( iPaletteIndex.m_AlphaIndex >= 0 && iPaletteIndex.m_AlphaIndex < 8 );
int iQuadPixel = y*4 + x;
int iColorBit = iQuadPixel * 2;
if ( format == IMAGE_FORMAT_DXT1 )
{
S3TCBlock_DXT1 *pBlock = reinterpret_cast<S3TCBlock_DXT1 *>( pS3Block );
pBlock->m_PixelBits &= ~( 3 << iColorBit );
pBlock->m_PixelBits |= (unsigned int)iPaletteIndex.m_ColorIndex << iColorBit;
}
else
{
Assert( format == IMAGE_FORMAT_DXT5 );
S3TCBlock_DXT5 *pBlock = reinterpret_cast<S3TCBlock_DXT5 *>( pS3Block );
// Copy the color portion in.
pBlock->m_PixelBits &= ~( 3 << iColorBit );
pBlock->m_PixelBits |= (unsigned int)iPaletteIndex.m_ColorIndex << iColorBit;
// Copy the alpha portion in.
WriteBitInt( (char*)pBlock->m_AlphaBits, iQuadPixel*3, 3, iPaletteIndex.m_AlphaIndex );
}
}
const char* S3TC_GetBlock(
const void *pCompressed,
ImageFormat format,
int nBlocksWidth,
int xBlock,
int yBlock )
{
int nBytesPerBlock = S3TC_BytesPerBlock( format );
return &((const char*)pCompressed)[ ((yBlock * nBlocksWidth) + xBlock) * nBytesPerBlock ];
}
char* S3TC_GetBlock(
void *pCompressed,
ImageFormat format,
int nBlocksWidth,
int xBlock,
int yBlock )
{
return (char*)S3TC_GetBlock( (const void *)pCompressed, format, nBlocksWidth, xBlock, yBlock );
}
void GenerateRepresentativePalette(
ImageFormat format,
S3RGBA **pOriginals, // Original RGBA colors in the texture. This allows it to avoid doubly compressing.
int nBlocks,
int lPitch, // (in BYTES)
char mergedBlocks[16*MAX_S3TC_BLOCK_BYTES]
)
{
Error( "GenerateRepresentativePalette: not implemented" );
#if 0 // this code was ifdefed out. no idea under what circumstances it was meant to be called.
Assert( nBlocks == 2 || nBlocks == 3 );
S3RGBA values[12*4];
memset( values, 0xFF, sizeof( values ) );
int width = nBlocks * 4;
for ( int i=0; i < nBlocks; i++ )
{
for ( int y=0; y < 4; y++ )
{
for ( int x=0; x < 4; x++ )
{
int outIndex = y*width+(i*4+x);
values[outIndex] = pOriginals[i][y * (lPitch/4) + x];
}
}
}
DDSURFACEDESC descIn;
DDSURFACEDESC descOut;
memset( &descIn, 0, sizeof(descIn) );
memset( &descOut, 0, sizeof(descOut) );
descIn.dwSize = sizeof(descIn);
descIn.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_LPSURFACE | DDSD_PIXELFORMAT;
descIn.dwWidth = width;
descIn.dwHeight = 4;
descIn.lPitch = width * 4;
descIn.lpSurface = values;
descIn.ddpfPixelFormat.dwSize = sizeof( DDPIXELFORMAT );
descIn.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
descIn.ddpfPixelFormat.dwRGBBitCount = 32;
descIn.ddpfPixelFormat.dwRBitMask = 0xff0000;
descIn.ddpfPixelFormat.dwGBitMask = 0x00ff00;
descIn.ddpfPixelFormat.dwBBitMask = 0x0000ff;
descIn.ddpfPixelFormat.dwRGBAlphaBitMask = 0xff000000;
descOut.dwSize = sizeof( descOut );
float weight[3] = {0.3086f, 0.6094f, 0.0820f};
S3TC_BLOCK_WIDTH = nBlocks * 4;
DWORD encodeFlags = S3TC_ENCODE_RGB_FULL;
if ( format == IMAGE_FORMAT_DXT5 )
encodeFlags |= S3TC_ENCODE_ALPHA_INTERPOLATED;
S3TCencode( &descIn, NULL, &descOut, mergedBlocks, encodeFlags, weight );
S3TC_BLOCK_WIDTH = 4;
#endif
}
void S3TC_MergeBlocks(
char **blocks,
S3RGBA **pOriginals, // Original RGBA colors in the texture. This allows it to avoid doubly compressing.
int nBlocks,
int lPitch, // (in BYTES)
ImageFormat format
)
{
// Figure out a good palette to represent all of these blocks.
char mergedBlocks[16*MAX_S3TC_BLOCK_BYTES];
GenerateRepresentativePalette( format, pOriginals, nBlocks, lPitch, mergedBlocks );
// Build a remap table to remap block 2's colors to block 1's colors.
if ( format == IMAGE_FORMAT_DXT1 )
{
// Grab the palette indices that s3tc.lib made for us.
const char *pBase = (const char*)mergedBlocks;
pBase += 4;
for ( int iBlock=0; iBlock < nBlocks; iBlock++ )
{
S3TCBlock_DXT1 *pBlock = ((S3TCBlock_DXT1*)blocks[iBlock]);
// Remap all of the block's pixels.
for ( int x=0; x < 4; x++ )
{
for ( int y=0; y < 4; y++ )
{
int iBaseBit = (y*nBlocks*4 + x + iBlock*4) * 2;
S3PaletteIndex index = {0, 0};
index.m_ColorIndex = ReadBitInt( pBase, iBaseBit, 2 );
S3TC_SetPixelPaletteIndex( format, (char*)pBlock, x, y, index );
}
}
// Copy block 1's palette to block 2.
pBlock->m_Ref1 = ((S3TCBlock_DXT1*)mergedBlocks)->m_Ref1;
pBlock->m_Ref2 = ((S3TCBlock_DXT1*)mergedBlocks)->m_Ref2;
}
}
else
{
Assert( format == IMAGE_FORMAT_DXT5 );
// Skip past the alpha palette.
const char *pAlphaPalette = mergedBlocks;
const char *pAlphaBits = mergedBlocks + 2;
// Skip past the alpha pixel bits and past the color palette.
const char *pColorPalette = pAlphaBits + 6*nBlocks;
const char *pColorBits = pColorPalette + 4;
for ( int iBlock=0; iBlock < nBlocks; iBlock++ )
{
S3TCBlock_DXT5 *pBlock = ((S3TCBlock_DXT5*)blocks[iBlock]);
// Remap all of the block's pixels.
for ( int x=0; x < 4; x++ )
{
for ( int y=0; y < 4; y++ )
{
int iBasePixel = (y*nBlocks*4 + x + iBlock*4);
S3PaletteIndex index;
index.m_ColorIndex = ReadBitInt( pColorBits, iBasePixel * 2, 2 );
index.m_AlphaIndex = ReadBitInt( pAlphaBits, iBasePixel * 3, 3 );
S3TC_SetPixelPaletteIndex( format, (char*)pBlock, x, y, index );
}
}
// Copy block 1's palette to block 2.
pBlock->m_AlphaRef[0] = pAlphaPalette[0];
pBlock->m_AlphaRef[1] = pAlphaPalette[1];
pBlock->m_Ref1 = *((unsigned short*)pColorPalette);
pBlock->m_Ref2 = *((unsigned short*)(pColorPalette + 2));
}
}
}
S3PaletteIndex S3TC_GetPaletteIndex(
unsigned char *pFaceData,
ImageFormat format,
int imageWidth,
int x,
int y )
{
char *pBlock = S3TC_GetBlock( pFaceData, format, imageWidth>>2, x>>2, y>>2 );
return S3TC_GetPixelPaletteIndex( format, pBlock, x&3, y&3 );
}
void S3TC_SetPaletteIndex(
unsigned char *pFaceData,
ImageFormat format,
int imageWidth,
int x,
int y,
S3PaletteIndex paletteIndex )
{
char *pBlock = S3TC_GetBlock( pFaceData, format, imageWidth>>2, x>>2, y>>2 );
S3TC_SetPixelPaletteIndex( format, pBlock, x&3, y&3, paletteIndex );
}